Aurochs Herd
The tutor is the tell. Searching up another Aurochs on entry only matters if there are other Aurochs worth finding, and the simplest target is another copy of itself: this is a creature that fetches more of its own kind, then grows off the count when they swing together. It is a tribal payoff built for a tribe almost nobody plays, which is the joke and the design problem in one. The Aurochs type is a tiny, deliberately obscure pocket of green, a handful of beaters whose only shared identity is the herd, so the entry trigger's most reliable function is to assemble a chain of these same bodies. Field a few attackers and the math turns ugly fast: each additional Aurochs in the swing adds a point of power, so a base 4/4 that already tramples becomes a beater whose excess damage piles up well past anything a blocker can soak. The trouble is the floor. With nothing else on board, the attack bonus reads as a blank, and you are left with a 4/4 trampler that drew you a card on the way in. Green has always carried these tribal capstones that demand critical mass to justify their rate, and this one sits at the obscure end: a payoff whose ceiling is a herd that runs over the table, and whose reward scales precisely with how many copies of itself you have committed to drawing into before it gives anything back.
