Greater Werewolf
A combat-attrition design from an era before deathtouch existed as an evergreen keyword, when the early game tried to make black creatures threatening in the red zone without simply printing bigger numbers. The body is unremarkable at five mana, but the end-of-combat trigger turns every fight into a slow execution: anything that blocks it or that it blocks takes a permanent -0/-2 counter, so trading down with small creatures shrinks the entire opposing board over multiple turns. The counter is the key restriction. It only erodes toughness, never power, and it only lands after combat resolves, which means the werewolf does nothing to survive the first exchange and offers no instant-speed shrink to ambush an attacker mid-combat. It is a grind tool, not a removal spell. Stack the trigger across several combats and a 2/4 quietly dismantles a wall of utility creatures, but it asks for repeated, deliberate blocking matchups rather than one decisive swing. The flavor lands cleanly: a beast that wounds what it touches and leaves the wound to fester, the damage compounding long after the teeth come out. It belongs to the Homelands school of effects that read as menacing and play as patient, more interesting as a snapshot of how counter-based attrition predates the modern shorthand for it than as a card anyone reaches for on rate.

