Hitchclaw Recluse
The 1/4 with reach is the most disposable shape in green's toolkit, and that disposability is exactly the point. A four-toughness back gives it a wall's job (parking in front of the early aggressor and refusing to die to most two- and three-drops), while reach lets it answer the fliers a ground blocker normally cannot touch. Green has printed this exact body so many times that the template has its own gravity: a defensive common whose only function is to slow the game down a turn or two while the rest of the deck assembles its plan. What separates one of these from the next is rarely the stat line, which barely moves, but whatever marginal upside gets bolted on. This one carries none, which makes it the purest read on the role: a stop sign, nothing more. The power of one is real (it can poke a planeswalker over time or close a stalled game across a dozen turns), but the design lives entirely on the toughness and the reach keyword, and it asks the deck around it to supply the offense. A clean, honest defensive body for green's curve at common rarity, doing the one thing the shape exists to do and asking nothing of the cards it shares a deck with.

