Mirror Golem
Imprint usually fixes a card's power into another card's text box: copy that artifact, replay that land, recast that instant. Here the mechanic gets inverted into something defensive and almost paranoid. Exiling a card from a graveyard doesn't borrow its function; it borrows its category, and the golem walls itself off from whatever the chosen card happened to be. Pull a creature card and creatures can't block it or target it with creature-based removal (though the golem can still block them and wipe out their combat damage); pull an instant and most burn and bounce slides off. The card-type taxonomy spelled out in the reminder text is doing the real work, because protection scales with how many types you can stack onto a single exiled card. A graveyard holding an artifact creature grants two protections off one trigger; a stranger card carrying still more pushes the wall wider. The trigger reads any graveyard, including your own, which turns the constraint inward: rather than waiting for an opponent to fill their yard, you can seed a multi-type card into your own discard pile and tailor the armor before the golem even lands. Against a board with no useful graveyard fodder anywhere, the imprint whiffs and the golem comes down as a plain 3/4 for six, but that floor is the price of an answer that assembles itself from material the game has already buried. The design reads as an early experiment in treating the graveyard not as a resource you spend but as a menu you read, fitting the golem with a coat of armor cut to whatever is on it.
