Enchanted Being
A narrow hate-bear from a period when the genre had not yet defined itself. The design points at a specific corner of the metagame: opponents who suit up creatures with Auras, the Lure-and-trample plans and the Holy Strength beatdowns that defined early white and green aggro. Against anything else, the prevention clause does nothing, and what is left is a plain 2/2 body for three mana with no rider to fall back on. That conditionality is the whole story. Legends was a set built on hyper-specific answers (cards that punished libraries with too many islands, cards that cared about a single creature type, cards whose text boxes assumed a metagame that existed only at the designer's kitchen table), and this is a clean example of the philosophy: a sideboard card printed in the maindeck slot, with no way to tutor for it and no reason to run it blind. The modern descendants of this design (creatures that blank an entire strategy when it shows up and shrug when it does not) eventually learned to bundle a relevant body, a cantrip, or a second mode so the dead-draw floor was not zero. Enchanted Being predates that lesson. It is preserved here as a record of what the answer half of the question-and-answer dynamic looked like before the question was well-defined.
