Atzocan Archer
A 1/4 with reach is built to stop fliers cold, but the fight trigger is what turns this body into a removal spell that stays behind as a blocker. That four toughness is the whole engine: it survives the return damage from almost any early creature, so the fight reads as a duel but resolves as a one-sided exchange. The single point of power is the tradeoff for that durability. It makes the Archer a clean answer to anything with one toughness (tokens, mana dorks, utility one-drops), while against larger creatures it either finishes something already softened or chips in without killing outright, so the trigger rewards reading the board before you commit it. Green has long handled removal through combat math rather than direct damage, and this is a tidy expression of that idea: no destroy clause, just stats arranged so that fighting favors the caster. The reach doubles the card's utility, converting a one-time removal trigger into a lasting answer to an aerial attacker once the Archer sticks. What keeps the value front-loaded is that the fight only fires on entry; once it is down, it is a 1/4 wall with no further reach into the board, so the whole decision lives in that single moment of arrival.
