Cytospawn Shambler
Graft is one of green's most generous mechanics in concept and one of its slowest in practice, and this is the version that puts the whole bill on display: seven mana for a creature that arrives as a battery of six counters wrapped around a body with no stats of its own. Everything it does happens through the counters. Played alone it stalls; played as the centerpiece of a counters board it becomes a redistributor, shoving its stockpile onto each fresh creature you commit and then handing trample to whatever it just inflated. That second ability is the part that quietly makes the design coherent: graft on its own builds a wide team of slightly larger creatures, but a wide team of slightly larger creatures runs face-first into a ground stall, so the trample line converts those scattered counters into a way through. The tension the card resolves is graft's natural endgame problem, where you have spent turns spreading power across bodies that block each other rather than connect. The cost of that fix is the elephant in the room: at seven mana the engine asks you to do the most setup-intensive thing in a color already known for ramping into payoffs, and a 0/0 shell with no haste, evasion, or protection of its own is a fragile place to park six counters you would rather spend.
