Dragon Sniper
Three keywords on a one-mana body is the whole trick here, and the specific three matter: reach and deathtouch turn a 1/1 into a wall that trades with anything that flies or attacks into it, and vigilance lets it hold that job while still poking in for a point. The archer template has always been green's answer to the sky (creatures that punch above their toughness against fliers because they never needed to survive the exchange), but bolting deathtouch onto reach collapses the math entirely: it does not matter how large the dragon is if touching the arrow kills it. Vigilance is the piece that keeps the card from being purely reactive, so it can attack into an open board and still be home to answer the counterattack. A 1/1 with a single point of power does not close games on its own, and that is the point of the pricing: everything the card offers is defensive utility stacked into a body cheap enough to leave down as insurance. It is a deterrent more than a threat, the kind of green one-drop that makes an opponent's evasive creatures worth less than their stat line suggests.
