Herd Gnarr
The trigger fires on every creature that follows it onto the battlefield, which makes this beast a payoff for going wide rather than tall: in a board where you are flooding out tokens or chaining cheap bodies, each entry stacks another +2/+2 until end of turn, so a turn that dumps three creatures swings this 2/2 into an 8/8 attacker out of nowhere. The design pins all of that growth to a single combat: the bonuses evaporate at cleanup, so the card rewards committing a wide turn and attacking immediately rather than building a permanent threat. That ties it to the go-wide green strategies of its era, the ones leaning on token makers and one-drops, where a creature that converts board development into damage gives the deck a finisher it otherwise lacks. The catch is order of operations: the Gnarr has to already be in play and survive to see its allies arrive, so it does nothing for the creatures cast before it and asks you to deploy it early and protect it. A self-contained engine, then, that reads as unremarkable on a stalled board and lethal on a full one, the gap between the two measured entirely in how many entries you can pack into a single turn.

