Wall of Kelp
A token-maker that builds nothing but more walls, and that closed loop is the whole joke and the whole design. Pay two blue and tap, get a 0/1 with defender; that token cannot make further tokens, so the engine produces inert bodies one at a time at a steep rate. This is the Homelands school of design in miniature: a flavor idea (kelp grows more kelp) translated literally into mechanics, with no thought given to whether the resulting card does anything a deck would want. The math never works. Each activation spends two mana to add a single 0/1 blocker to the board, one toughness at a time, while the original Wall of Kelp sits as a 0/3 that also cannot attack. There is no payoff stapled to the bodies, no synergy with their count, no way to convert a wall of kelp into pressure. What you have is a defensive engine that defends and nothing else, gated behind a colored cost stiff enough that you will rarely make more than one token before the game has moved past you. It survives as a curio: an honest artifact of design treating a self-replicating flavor pun as a sufficient mechanic on its own, before token strategies learned to ask what the tokens were actually for.

