Ragnar
Three colors of mana plus a tap for a single regeneration is, by any modern accounting, a catastrophic rate. The interest is in what the design is for, not what it accomplishes: the Legends cycle of multicolored Clerics gave each three-color combination a protective ability gated behind that combination's mana, and Ragnar drew the Bant slice with regeneration as the assigned verb. The activation cost is the entire color identity restated, which is the cycle's signature tic. It reads now as a relic of the era when "lets you do a thing in these colors" was sufficient justification for a legendary slot, before the game understood that a legend needs a reason to be the one at the table rather than the seven other creatures that regenerate for less. The card's afterlife is almost entirely as a commander for players building around the specific roster of Legends-era humans, or as a curiosity in cubes that preserve the original three-color cycle. What survives is the historical record: this is the moment the game first tried to price multicolor identity into an activated ability, and got the math wrong in the direction that turns a card into an artifact rather than a tool.

