Orcish Healer
Three activations, three different mana requirements, and they do not all serve the same master: this little Orc Cleric is one of Ice Age's attempts to make its colors lean on each other rather than stand alone. The cheapest button, paid in double red, is pure denial, stripping a target of regeneration for the turn, aimed squarely at an era when regenerating creatures were everywhere and surviving combat was a contested resource. The other two run the opposite way, shielding a black or green creature from destruction, but priced in two different color pairs: one wants black mana alongside the red, the other wants green, as though the card belongs equally to a Rakdos pile and a Gruul one and refuses to choose. Regeneration here is a replacement effect that absorbs a single destruction, not a graveyard recursion, so the math is exactly what it shows: three mana and a tapped body to walk one creature through one removal spell or one bad block. That deliberate friction is the design intent. Ice Age wanted its mana costs to force color partnerships, and a card that taxes you across black-red or red-green to protect black-and-green creatures, while also handing you a switch to deny that same protection to the opponent, is that ambition made literal. Clumsy by modern ergonomics, but an honest artifact of the years when regeneration was load-bearing combat tech and Wizards was still drawing the seams between colors.

