Gnarlwood Dryad
Deathtouch on a green one-drop sets the floor: any beater that walks into it dies, so even at 1/1 the card taxes the red zone and asks aggressors to think twice about a swing. That defensive posture is only half the design. Delirium flips the same body into a 3/3 once the graveyard holds four or more card types, and the two states pull the card in opposite tactical directions. Small, it wants to hold ground and threaten a trade nobody likes; grown, it wants to attack, and deathtouch makes that attack a problem for any chump blocker willing to eat it. The bonus is gated behind the exact deck-building tax green-black self-mill and spell-dense graveyard shells were already paying: filling the yard with instants, sorceries, artifacts, enchantments, and lands over the early turns, and doing it before the swing matters. That gating is what keeps the rate honest, since the +2/+2 arrives as a rider on engine work the deck committed to for other reasons. What you get is one of the cheapest aggressive threats a graveyard strategy can field, a deathtouching clock priced at the bottom of the curve that grows for free once the bin is stocked.


