Tar Pit Warrior
A 3/4 for three mana looks aggressive for its era, and the drawback explains why: any spell or ability that points at it, yours or theirs, sends it to the graveyard. This is the early-design experiment with self-destructing bodies, where the cost of a strong stat line is paid in fragility to interaction rather than mana. The clause cuts both ways and is brutal about it. Opponents cannot waste removal on it because they do not need to; a single targeted spell, even a buff or a pump, is fatal, so the card cannot be enhanced by anything that targets it. You cannot enchant it, cannot equip it, cannot redirect a fight spell through it, cannot bounce it to reset something. It exists as a beater improvable only by effects that never single it out, one that demands to be played and attacked with, nothing more. The design teaches a clean lesson about what targeting protection looks like inverted: where shroud and hexproof refuse the target, this accepts it and then dies, which is a harsher and stranger answer to the same question. It comes from a run of Visions-era creatures built around being too efficient to leave un-drawbacked, the kind of self-limiting body the game spent the following decades refining into more graceful forms.

