Rohgahh of Kher Keep
The flavor premise of a mercenary warlord whose troops follow whoever pays them gets one of the cleanest mechanical translations in all of Legends: stop feeding three red mana into the upkeep tax and Rohgahh and the Kobolds of Kher Keep walk, buff and all, into an opponent's hands. The precision is in the naming. The +2/+2 keys specifically off creatures named Kobolds of Kher Keep, not the Kobold creature type at large, so this is a payoff for one named token-maker rather than a lord stapled to a tribe. That narrowness is the whole design. A 5/5 for six in two colors is aggressively rated for 1994, and turning a board of 0/1 Kobolds into 2/3s while Rohgahh stands beside them is, on paper, an engine; the upkeep cost is the load-bearing drawback that scales with your own success. The more Kobolds you have flooded the battlefield with, the more disastrous the handoff if you miss a payment, since you are not just losing bodies but arming the player across the table with a buffed army. This is the era when Wizards was willing to bolt a genuine downside onto a genuine rate and let a missed mana drop literally turn your forces against you. It explains why the card surfaces as a curiosity rather than a reprinted anchor: soften the upkeep tax and the design comes apart.

