Hunter's Talent
Fight spells have always fought against themselves: the deal-damage-both-ways design punishes you when your creature outsizes theirs but still eats a return hit, so removal built on combat math tends to want a one-way clause. That one-way strike is the entry-level payoff here, a bite that sends your creature's power at their creature without your side taking the counterpunch, and it costs nothing beyond the two mana that sets the enchantment down. What separates this from a plain removal spell is that the removal is only the ground floor. The Class chassis stores the rest of the card behind sorcery-speed level payments you make when you have the mana to spare: an attack-step pump-and-trample rider that pushes damage through blockers, then an end-step card draw gated behind controlling a creature with power 4 or greater. That gate does the balancing work: the draw does not fire off a small token or a mana dork, it demands a genuine threat on the board, precisely the sort of beater the level-two trample rider was built to escort in. Read top to bottom, the three levels trace a single green midrange plan: clear a blocker on turn two, force damage on the swing, refuel while the beaters stay ahead. Nothing on the card demands you climb the ladder in one turn, which is the point of the structure: you buy the pieces as the game gives you room to.
