Ant-Man's Army
The pun does the heavy lifting here, but underneath it sits a genuinely flexible enters-the-battlefield choice: a body that decks near-parity with its cost, plus a token that swings between ramp and sustain based on what the turn needs. That either-or split is the whole point of the design. A Treasure feeds the green ramp shell that wants to spend three mana now to cast something bigger later; a Food feeds the sacrifice-and-lifegain engines that treat artifact tokens as currency rather than mana. Green rarely gets to make Treasure at all, so handing it the pick between the two token types is a small color-pie stretch dressed up as flavor. The choice is locked at resolution, not held open, which keeps it from being a free option: you commit to the mode you need when the creature lands, and the 3/2 attacks either way. It reads as a modest midrange creature because that is exactly what it is built to be, a green three-drop whose value comes from feeding a token-matters board rather than from the beater itself.
