Baylen, the Haymaker
The token count is the whole engine here, and the tiered thresholds are what make the design tick: two tokens buys fixing, three buys a card, four buys a threat, and every one of those numbers scales with how wide you can go. Crucially, the cost never asks for creatures specifically, only tokens, so Treasures, Clues, Foods, and any other artifact swarm feed the same abilities as a board of Squirrels. That widens the tension well past "do I attack or activate?" A creature-token line does trade a swing for the mana or the card; a noncreature-token line pays the same toll without touching your attack step, which means the deck decides not just what to cover but which pile to spend. The finisher mode (three counters and trample on a 4/3) still wants a wide creature board, since it turns the go-wide plan into a single haymaker at the moment tokens are most plentiful. The three-color identity is doing real work too: red-green-white is where token generation, anthem effects, and aggressive shells overlap, so the abilities read less like a grab bag and more like three answers to the three shortfalls a token deck actually runs into: mana to cast the next spell, gas to keep refilling, and a way to close when the ground stalls. The Rabbit tribe is flavor; the mechanical throughline is a commander that converts any pile of tokens, creature or not, into a modular resource priced so no single line dominates.




