Hexbane Tortoise
The pairing of ward and enlist on the same body is smarter than the stat line lets on. Enlist wants the creature to survive combat and keep attacking, since each attack lets you tap a rested creature and borrow its power; a green three-drop that dies to the first removal spell breaks that loop before it starts. Ward is the tax that protects the enlist engine, forcing an opponent to spend two extra mana just to interact with the creature they most need gone. The two abilities reinforce each other on offense: attack, tap a fresh nonattacking creature to swell the body, and the ward makes any combat trick or removal aimed at the now-larger attacker cost more than the defender wants to pay. There is a real tension in the timing, though. Enlist resolves as the creature attacks, so the tapped creature is unavailable to block, and ward only fires against opponents, meaning it does nothing to stop your own tricks or team pumps. The design asks you to commit board presence forward and trust the tax to keep the attacker alive long enough to profit. It is a green common built to make a wide board hit harder without a dedicated anthem, and the ward is what keeps that plan from being a one-turn affair.
