Dwarven Sea Clan
Here is hate built into the body of a 1/1, and the hate has a target so specific it borders on parody: a tapping ability that only fires at creatures whose controller has an Island in play. This is Homelands operating in the design idiom of its era, when "color hosers" were a standard tool and Wizards trusted that a given color of opponent would be common enough to justify a card that does nothing against everyone else. Blue was the deck to beat, so red got a repeatable combat-damage dealer that punished anyone who showed up with the wrong land type. The constraint is doubly narrow: the ability cares about the targeted creature's controller having an Island, not about the creature's color, and it only works inside combat, dealing its 2 damage at end of combat rather than on demand. That timing matters; it means the Sea Clan picks off something that has already committed to attacking or blocking, functioning as a delayed combat trick rather than a board-control engine you can point wherever you like. As a piece of design history it captures the dead end this whole category eventually reached: a card whose entire function is contingent on a single basic land type appearing across the table, with no relevance the moment it does not. The Island clause is the kind of literal, land-type-keyed hosing that modern design has almost entirely abandoned.
