Heart Wolf
The activated ability points at a tribe that effectively did not exist: it pumps a Dwarf, a creature type so thinly populated in 1995 that the few printed examples were unrelated cards with no shared plan, nothing you could draft or build around. So the design hands you a 2/2 first striker whose combat trick demands a teammate the rest of the set never delivered, and then attaches a punishment clause: if the Dwarf you pumped leaves play this turn, you sacrifice this creature too. It is a small monument to Homelands' broader failing, a set stuffed with mechanics that gestured at synergies nothing else supported. The sacrifice rider is the most interesting line from a design standpoint: it treats the pump as a commitment rather than a free buff, so the ability is built to make you nervous about combat math in a way most tricks of the period were not. That instinct (tying a creature's survival to the thing it props up) is sound; the problem was the target. Strip the Dwarf clause and you have a reasonable common with a built-in risk dial. Leave it in, and you have one of the clearest cases of a payoff printed for a tribe that never arrived.
