Druid's Call
Damage is supposed to be subtraction; this aura reads it as a token count. Every point dealt to the enchanted creature mints that many 1/1 green Squirrels for its controller, which inverts the whole logic of attacking into a body. Hang it on a wall and an attacker who connects for four hands the defender four Squirrels; a swarm that gangs up on it just pays out more. Trample is the one combat keyword that limits the yield, since a trampling attacker only assigns lethal to the blocker and sends the rest at the player, so a non-trampling attacker forced to dump its full power into the blocker is the one that maximizes the token count. The truly degenerate line is to be the one dealing the damage: a pinger aimed at your own enchanted creature, or any repeatable burn effect you can point at it, becomes a token factory. And nothing about the host's survival caps it. Damage counts the moment it is dealt, so a single overkill burst (six damage to a 2/2) still mints six Squirrels even as the creature dies; the loop is bounded only by how much damage you can deliver per shot and how often you can deliver it, not by the toughness of the body absorbing it. The card sits inside green's early Squirrel fascination, and it has aged into a combo curiosity rather than a fair-play piece: a two-mana aura whose output scales with a damage source you supply, a far wider design than most auras at the price ever get to be.

