Gwendlyn Di Corci
Random discard on a stick, gated by the most restrictive timing clause the era could devise: tap, your turn only, no exceptions. That gate is the whole design conversation. Hand attack in 1994 was a sorcery you cast once (Hymn to Tourach, Mind Twist) or a creature's combat trigger (Hypnotic Specter); printing it as a repeatable tapped ability meant the designers had to invent a brake, and "activate only during your turn" was the brake they reached for, presumably to keep her from being a permanent lock on opposing draw steps. The randomness is the second brake, sparing her from being a true hand-picker like the Specter. What is left is a 3/5 legend in three colors who threatens to strip a card every turn cycle she survives, which in a format where four toughness was the meaningful combat threshold was a real promise. She reads now as a transitional artifact: the moment Wizards started asking what a discard creature would look like if you could untap it, and answered the question conservatively enough that the card never quite found a home. The UBR identity, the legendary tag (under the old rules, where legends mattered differently), and the flavor of a Rogue who picks pockets one card at a time all point at a design the company would revisit with sharper tools (Locust Miser, Cunning Lethemancer, Bottomless Pit) for decades after.

