Skulking Knight
The drawback inverts the usual targeting calculus, and not in the controller's favor. A 3/3 with flanking for is a generous body for its era, the kind of stat line that wanted to win a ground stall on its own. But the sacrifice clause makes any target a death sentence: it does not matter whether the spell or ability would otherwise kill it. A tapper points at it, a one-damage ping nudges it, an opponent's bounce spell selects it, and the creature is gone before that effect even resolves. This is the strictest possible vulnerability to interaction, since the cheapest, most marginal removal becomes lethal answers that would not touch an ordinary 3/3. The same clause locks the controller out of their own toolbox: no equipment, no aura, no protective combat trick can be aimed at it without destroying it. So the body is only as durable as your opponent's restraint, and you cannot reinforce it yourself. What it can do is win combat math the old-fashioned way. Flanking weakens any blocker without flanking by -1/-1 before damage, so the 3/3 trades up against ground creatures that dare to stop it, and an unanswered attack chips in steadily. It belongs to a wave of early designs that handed out aggressive stats and then attached a self-defeating clause to claw the value back. Here the clause asks both players to leave a creature alone that desperately wants to be left alone.
