Sewerdreg
Two abilities that pull against each other, stapled to a 3/3 body. Swampwalk is the conditional, cheaper cousin of fear: against a base-black opponent it converts an ordinary attacker into an unblockable clock, while against a green or white deck the evasion simply sits idle. The line that earns the card its place is the sacrifice: one card exiled from any graveyard, the entire creature spent to do it. That makes it a one-shot answer rather than a recurring engine, and the tension is structural. Keeping the Spirit on the battlefield to attack means holding the exile in reserve; firing the exile means giving up the body. You can ride it for damage or cash it in the moment a flashback spell, a reanimation target, or a recursive threat needs to vanish, but you cannot do both. This is honest, narrow design from an era when graveyard interaction was often bolted onto a midrange creature rather than handed out as a dedicated spell: a black five-drop that fills a curve and quietly polices the graveyard strategies around it, asking you to choose between the clock and the cleanup at the exact moment both look useful.
