Stalking Yeti
The fight-on-entry creature, built before "fight" was a keyword. Its enter trigger forces a damage exchange: the Yeti deals 3 to a creature an opponent controls, and that creature deals back damage equal to its own power, so the trade swings on what it picks a fight with. Against small attackers it cleans up and survives; into anything with three or more power, the 3/3 body dies, whether or not it takes its target down with it. What lifts the design past a fragile removal-stapled body is the bounce clause. For two generic mana plus a snow source, at sorcery speed, you can return it to hand and reload the entry trigger next turn, converting a one-shot fight into a recurring attrition engine that buys back a creature every cycle. The snow cost is the lever that prices the loop: it wants a manabase committed to snow-covered sources rather than treating this as a generic four-drop, and the sorcery-speed restriction stops you from bouncing it in response to combat tricks or pump. The "if it's on the battlefield" check cuts the other way: it is a vulnerability, not a safeguard. Remove the Yeti in response to its own trigger and the ability finds it gone, so it deals no damage at all, letting an opponent fizzle the fight for the price of cheap instant-speed removal. Red almost never got recursion in this era, which makes a repeatable, self-rebuying piece of creature removal a genuine oddity: a slow-burn grind tool for any deck willing to pay the snow tax to keep replaying it.
