Glittering Lion
Damage prevention is usually a one-way street: a creature shrugs off burn and combat, and its controller pockets the upside. The design here turns that asymmetry into a negotiation. The default state is a body nothing can kill with damage, but the off-switch belongs to everyone. Any player, an opponent or the owner, may pay three generic mana to strip the prevention for the turn, which means the wall stands only as long as nobody at the table is willing to spend to bring it down. When the moment comes to push damage through a block, or to set up a burn-based kill, whoever needs the prevention gone simply buys it. That reversal is the whole point: it takes the most static kind of resilience, blanket damage prevention, and prices it in the currency that decides combat, which is who gets to set the terms of the exchange. The generic activation cost and the unrestricted activator are what keep it from ever becoming an unconditional wall: three mana makes it a normal 2/2 exactly when normal hurts you. This is a creature from a small early-era experiment in shared control, where a key ability is deliberately handed to anyone who wants it, including the player who least wants it active, an idea the game has rarely revisited since. The Cat is a quiet curiosity from that experiment: immune to damage by default, yet never more than three mana away from being killable like anything else.
