Defiant Survivor
Survival flips green's usual reward structure by paying you for a state most attackers end up in anyway: a creature that swung without vigilance sits tapped through its controller's second main phase, and this design harvests that idleness rather than fighting it. The trigger is deliberately broad, catching any tap you care to arrange (crewing, convoking, an activation cost) and not just an attack. Send it into the red zone and you collect twice: 3 combat damage, then manifest dread digging two deep to plant a face-down 2/2 and bin the other card, with the option to flip a creature later for its mana cost. That is genuine card selection rather than a static counter or a token that shows up unconditionally, and it is gated behind exactly the commitment green already wanted to make. What it resolves is green's old awkwardness with attrition: it generates advantage by staying committed to the board, punishing an opponent who leaves it unblocked while refilling from the top of the deck. The catch is the timing of the check. Because the ability only looks once the second main phase begins, a Defiant Survivor that trades or dies in combat is gone before it can ever fire. There is no consolation value for a bad attack, which marks this as a card built to keep pressing forward rather than one held back to survive.
