Fortress Crab
A wall by every metric except the one printed on its type line. The 1/6 body is the oldest defensive geometry in the game: enough toughness to brick the early aggressive curve, almost no power to threaten anything back. What separates this from the literal Wall cycle is the lack of Defender, which means it can actually swing, though a single point of damage every combat is a rounding error. That technicality is the only thing keeping it from being a Wall with a misleading name. The design is honest about what it is for: it buys turns. In the slower decks that want to reach a payoff, four mana for a body that survives almost any commonly sized attacker and absorbs combat indefinitely is a clean piece of stall, the kind of speed bump blue leaned on before it learned to just counter the threat outright. There is no upside hidden in the toughness beyond what a toughness-matters effect, pump, or a global anthem could borrow from it, and nothing about the card pretends to be more than a single job done well. It is a defensive common doing a defensive common's work, and the lopsided stat split is the whole of its character.

