Druid of the Spade
A green three-drop that sits as a plain 2/3 until the board catches up, then swings as a 4/3 with trample the moment you control any token: Food, Treasure, a hopping Rabbit, a Squirrel. The conditional is written broadly, and that breadth is the whole design logic. It does not care what the token is or where it came from, only that one exists, which lets a token-heavy shell flip the buff on and keep it on without dedicating a slot to enabling it. The trample rider matters as much as the +2/+0: a 4/3 that gets chump-blocked forever is a poor attacker, but one that pushes the extra two through a small blocker actually converts a wide board into pressure. The tension the card lives inside is fragility versus payoff: leave the token behind and it reverts to a 2/3 with no evasion, so the deck has to keep something on the battlefield to hold the switch open, and any effect that clears your tokens also clears its teeth. It rewards a build that treats tokens as a standing resource rather than a byproduct, and asks nothing more elaborate than that.
