Havenwood Wurm
Green has always asked you to commit your beaters in the open, on your turn, where the opponent can see them coming and plan around them. Flash on a 5/6 quietly breaks that contract. The payoff is the ambush: leave seven mana untapped, let the opponent swing in, and a trampling body drops into the path of the attack, eating the creature it blocks and walking away from the exchange. One blocker, one attacker, but the surprise is what wins the fight. The cost is tempo. Holding up that much mana means a turn where you advance nothing the opponent can react to, and a creature that lands on their end step attacks no sooner than one cast a turn earlier would have. Trample is the honest half of the deal: once the body is on the table, it keeps grinding life totals down instead of getting chumped to a standstill. There is no value engine bolted on here, no clever trigger to chain into; it is instant-speed beef in its plainest form, a French vanilla threat whose entire argument is permission to arrive at the wrong moment and steal a combat the opponent thought was already decided.

