Shinka Gatekeeper
A 3/2 for three mana is a perfectly ordinary aggressive rate, which is exactly the bait. The drawback rewrites how this Ogre interacts with the combat step: any damage it absorbs gets mirrored straight back at its controller, not some calculated portion but the full amount. Block a 5/5 and you take five; eat a burn spell that would have killed the creature anyway and you finish the job your opponent started. The design turns the creature's own toughness into a liability, so its 2 toughness is less a survival stat than a damage-conversion meter. This is a deliberately punishing reading of red's identity in an era when trading blows was the texture of combat: the Gatekeeper attacks well into open boards but blocks at genuine peril, since stepping in front of a swing means eating that whole hit in life yourself. It functions only as an attacker the opponent has to chump or trade with, never as a defensive wall, and it asks its controller to keep the life total far enough ahead to absorb the feedback. As curve filler it reads as a slightly oversized beater with a self-inflicted catch; the catch is the entire point, a compact lesson in why red bodies of this size usually carry a downside rather than a clean stat line.
