Tracker
The "fight" mechanic before fight had a name. Decades before Prey Upon and Pounce gave green a clean templated keyword for creature-on-creature combat, this design built the same interaction out of an activated ability, and the activation cost tells you how much the era distrusted it. Two green and a tap to point a 2/2 at something is not a removal rate; it is a deterrent. The card answers anything its power can kill, but it kills only what is smaller without dying itself, and every activation drains your turn's tempo. The reciprocal damage clause is the structural discipline here: this is not a one-sided ping, it is a duel where your fighter takes the same blow it deals, so the ability scales with the board's hostility rather than your intent. Against a wall of small creatures it is a slow grind; against a single large threat it is a suicide pact you decline. What the card actually represents is an early attempt to give green a repeatable answer to creatures, the color's most jealously guarded weakness, and the heavy double-green gate plus the symmetric backlash are the two valves Wizards used to keep it from being one. The modern fight keyword inherited the idea and shed the friction; this is the rough draft, showing its work.

