Cleanup Crew
Green has never had trouble putting a big body on the battlefield, and the 6/6 here is exactly the ordinary rate green asks for at six mana. The value lives in the modal enters trigger, which folds four different green-adjacent utility jobs into one card: artifact removal, enchantment removal, graveyard exile, or a straight four-life gain. Green's answers to artifacts and enchantments have traditionally come stapled to something else, so bundling the choice onto a creature that also blocks and attacks is the point. The design is a modal toolbox rather than a specialist: you never get to pick two, and every mode is a one-shot that resolves once as the creature lands, so the card rewards knowing which problem is in front of you rather than hoarding flexibility. The graveyard-exile mode is the quiet one that keeps it relevant against recursion strategies, and the life gain exists as the mode you take when the board has nothing worth answering. None of the four options is efficient enough to warrant the slot on its own; the appeal is that the creature guarantees you get to make at least one of them at a moment you choose, on a frame that continues to matter after the trigger has resolved. A green common-to-uncommon staple in the honest sense: filler that earns its keep because the pilot rarely regrets having a body and an answer in the same card.
