Intrepid Provisioner
Green's contribution to creature-type aggro, packaged as a body that fights well on its own. The trample lives on the green creature itself, so even when the buff is spent it keeps pushing damage past a smaller blocker without needing help. The +2/+2 goes to another Human, and because the creature has no flash, that pump arrives at sorcery speed on your main phase: not a combat surprise but a known quantity declared before attacks, turning a development turn into a threatened lethal swing. That is the real function. You play out your four-drop, add three power to the board, and hand a teammate enough size to either trade up or force a worse block. The cost of the effect is the targeting clause: it needs a second Human already in play, or it simply comes down as a 3/3 with trample and beats in, which steers it firmly toward the tribe it was built to feed. Green has rarely owned go-wide, type-matters aggression, the deck-building discipline that white and red usually carry; this is the role-player that lets a green-touched Human shell add a closer that both deploys a body and bends an existing attacker toward the kill. Not a marquee card, but a precise one: the green slot in a Human deck that wants its four-drop to do two jobs in the same turn.


