Lim-Dûl's Cohort
Regeneration was Ice Age's premier defensive keyword, the shield that let small creatures wall off attackers and shrug off removal turn after turn, and a deck built on regenerating blockers could grind a board to a standstill. This Zombie answers that pressure by stapling the anti-regeneration clause to combat itself: it cannot proactively strip the shield off a creature on the stack the way a dedicated effect can, but the instant it meets a creature in the red zone, that creature can't be regenerated for the turn. The 2/3 frame keeps the rate in check by tying the effect to the body's natural inclination to fight. Three toughness survives most of the period's two-power attackers, so it blocks willingly, and two power trades up against a defender it just stripped, so it attacks credibly; either way the ability fires off combat rather than a separate activation. The narrowness is the whole point. The trigger still goes on the stack every time the creature meets another in combat, but against an opponent running no regeneration there is simply nothing for it to undo, and that conditionality is exactly why it sits at common: a narrow hate creature printed into the main set, from an era when "blocks or becomes blocked" hate was how you policed a keyword instead of a card.

