Colossadactyl
Green has always struggled to touch what it can't reach, and this is the color's blunt structural answer: a 4/5 that patrols the air with reach and refuses to be neutralized by a lone chump on the way back. The two keywords cover green's two chronic combat problems on a single body. Reach makes a ground-bound fatty a credible defender against evasion the color otherwise has to race or ignore, and trample means a small blocker can't stonewall the attack, so damage beyond its toughness still spills through to the defending player. Five toughness is the load-bearing number here: it sits above the power on most early aggressive creatures, so this trades up on defense or simply outlasts what tries to run it down, while four power is enough to demand a real block rather than a token one. Nothing about the design bends the space; the interest is in how cleanly the stats and keywords stack to make one card do both jobs a green anchor is supposed to do. It neither ends games on its own nor folds to a bad attack, but it tilts the combat math every turn it survives, exactly the role a creature-first stompy shell wants filled at the four-drop slot.
