Hivespine Wolverine
The middle mode is the tell. Green removal built on the fight mechanic normally has to work around green's inability to answer creatures cleanly, but here one of the three choices narrows the fight to a creature token specifically, and that constraint is doing something deliberate: it turns a general-purpose fighter into a hoser for the go-wide token strategies green so often loses to, without handing green an unconditional creature-kill it was never meant to have. Stack that against the other two options and the card refuses to be one thing. The +1/+1 counter mode makes it a growth piece for a counters build; the artifact-or-enchantment destruction folds a piece of answer coverage that usually lives in a sideboard onto a maindeck body; the token fight makes it a swing piece against aggro. A 5/4 body arrives regardless of which lever you pull, so none of the three modes is a dead card even when the board doesn't cooperate: worst case you still cast a beater and put a counter on it. That balance is what carries the design. Each mode is individually undertuned by removal-spell standards (no unconditional kill, sorcery-speed only, a fight that can trade you down), but bundling them onto one reliable body means the card almost always has a job, and green has long prized exactly that kind of flexible, never-fully-dead midrange creature over raw efficiency.
