Militant Monk
Damage prevention as a renewable resource is the design idea, and it lands in an awkward middle ground. A tapped activation stops exactly one point of damage to any target, which means turn after turn this can soften a Shock by a point, blunt one attacker's swing, or save a single point of a teammate's life. The trouble is arithmetic: one point at a time rarely keeps pace with what a turn's worth of attackers or burn deals, so the prevention reads as nuisance rather than wall. Vigilance is what stitches the two halves together. The activation costs a tap, and ordinarily a creature spends its turn either attacking or holding back; vigilance lets the body swing in for two and still come up untapped, so the prevention sits available on the defensive turn after an aggressive one rather than asking the card to pick a side. That dual-purpose framing is the most considered part of an otherwise modest design: an early-era prevention dork that wants to grind out small edges over many turns, the kind of slow defensive plan where saving a life a turn against a clock is supposed to eventually add up. Whether one point at a time adds up fast enough is the question the card has never quite been able to answer.
