Driven // Despair
Two attack-step effects sold as one card, with a mandatory detour through the graveyard between them. The Driven half turns a green board into a draw engine: trample pushes damage past chump blockers, and a combat-damage trigger refills your hand for every creature that connects. Despair, cast from the graveyard via aftermath (however the card got there: hard-cast and resolved, milled, or discarded), exiles itself for good and flips the axis to attrition, granting menace to make blocks harder and a discard trigger that strips the opponent's hand the same way Driven filled yours. The aftermath structure is doing the real work here: you spend the front half on curve, then cash the same card once more from the yard a turn or several later, so one card buys two separate combats' worth of advantage before it leaves the game. The catch is that both halves are inert without a board, and the arithmetic rewards going wide over going tall: one large attacker draws or strips a single card, while five small attackers that all connect draw or strip five. That orientation points the card at a swarm shell rather than a controlling one, where the evasion keyword clears a path and the combat trigger converts a favorable attack into a snowballing card lead. It hands green-black a math the color pair rarely gets to run at once: raw card advantage from combat, on both sides of the ledger.


