Dragon Whelp was very much a sleeper win condition, as a lot of players never pumped it enough to kill it, if you were in a long game, opponents may forget you can pump it for more than three
The basic conceit is this: youre a mighty wizard (player) and you use your book of spells (deck of cards) to battle your opponent until their health is depleted (their points are at zero.) With over twenty thousand cards at players disposal and almost 30 years of history, its a game with a high level of variance and replayability
He can't be equipped, you can't give him an aura and you can't target him with instants and sorceries, but he's also usually a lethal threat on the turn he hits the field
Add in damage doublers and you're in for a really fun time
There are four main rarities (common, uncommon, rare, and mythic rare) and each one has different needs when it comes to design