Doomskar Warrior
The reward here scales with the swing: connect for four, look at four cards; hand the counter to a bigger attacker and you look at more. Trample is what makes that math reliable, guaranteeing at least some damage crawls through even into a chump block, and the impulse-dig trigger fires off a player or a battle alike. What you can grab is narrow: a creature or a land, nothing that answers a board or burns a face. This is a body that keeps the ground pressed and the curve fed rather than one that refills on gas. The random-bottom clause is the counterweight to all that depth: you see the cards but cannot sculpt the order they return in, so there is no setup for a future draw, just a single grab off the top. The backup counter adds a wrinkle worth naming, since it lets the trample and the dig trigger travel to another attacker while this stays a 4/3 on defense. It sits in a long green tradition of beaters that pay you for connecting, closer in spirit to Elder Gargaroth's on-attack value than to a pure closer, but shaped so every unblocked swing becomes fuel for the next one.



