Giant Shark
Three lines of text, and two of them exist only to take the card away from you. This 4/4 cannot swing into a player who controls no Islands, and it sacrifices itself the instant you control none of your own, which leashes a top-of-curve body to where blue mana sits on both sides of the table. That double dependence makes the creature a hostage to terrain it does not control: an opponent who ditches their last Island shuts off your attack step, and a Wasteland-style answer to your own Islands kills the thing outright. The combat clause is the lone line that reads as intent rather than punishment, and it only fires in a narrow window: a creature already wounded this turn, met in blocks, after which the Shark grows and gains trample to muscle through. Everything has to line up first. Wizards built it as a literal sea predator, deadly when the water is exactly where it needs to be and helpless the moment the Islands drain away, and the design predates the development discipline that says a six-mana creature should resolve into something useful no matter the board. As a flavor exercise it commits fully; as a card it asks for a board state nobody gets to dictate.
