Icatian Priest
The activation cost is the tell. A one-drop that enters for a single white and then asks for two white plus a generic every time it wants to grant +1/+1 until end of turn: that is a pump rate priced for a slower world than the one combat tricks would later build. This is an early-era common, from before efficiency curves tightened, and the ability exists to give a small creature something to do across a long game rather than to swing a single combat. The pump line costs more mana than the creatures it would be saving are usually worth, which puts the Priest squarely in the lineage of repeatable-but-overcosted bodies that taught players the difference between an ability that is technically reusable and one that is actually worth using. Three mana committed at instant speed for a single point of stats, rarely worth the spend, is a clean window into mid-90s commons: costing built around board states that ground out over many turns, where a one-drop was meant to chip in, not dominate. The body has to survive to use the ability at all, and once it does, the math keeps insisting the surplus mana an attrition deck accumulates is better spent almost anywhere else. It is a curio of design from before the game learned what a pump effect was supposed to cost.



