Ambush Wolf
Flash reroutes a fair-rate green beater into something you deploy on someone else's turn, and that shift is the whole design puzzle. A 4/2 for three mana is aggressive front-end math: it trades up against blockers and outruns most early defenders on offense, but two toughness means nearly anything kills it. Holding it up as an ambush blocker turns that fragility into a virtue, eating an incoming attacker and arriving at the exact moment the opponent commits. The entry trigger fires no matter when you cast it, which staples a second job to the aggression: exiling a card from a graveyard at instant speed. That means answering a flashback spell before it recasts, stripping a reanimation target off the top of the pile, or shrinking a delve fuel stack, all while adding a threat to the board. Green interacting with graveyards at flash speed is unusual on its own; doing it while developing a creature is rarer still. The two halves don't obviously belong together, and that mismatch is the point: the flash window becomes a decision, blocking one game and stripping a key card the next, sometimes both across a single copy. Neither effect is oversized, but the freedom to choose which axis to spend on carries more weight than the brittle body advertises.
