Kami of the Hunt
Spirits and Arcane spells are the engine this body plugs into, and the design intent is transparent: reward the player who commits to a deck built around one creature type and one spell subtype. On its own it does nothing but swing for two, a placeholder waiting on a build to be assembled around it. Cast a Spirit or an Arcane spell, though, and it grows, turning a chain of cheap tricks and creatures into a steadily larger attacker over the course of a turn. The pump is the soft point that keeps it honest: each bonus expires at cleanup, so the swelling has to be re-earned every turn rather than banked. That ties the card to tempo rather than permanent advantage, asking you to sequence a flurry of spells in a single window instead of grinding incremental value. As a piece of design it belongs squarely to the era's splice-and-trigger school, where green's contribution to a graveyard-and-Arcane shell was a creature that converted spell density into combat math. The reward scales with how dedicated the deck is, which is precisely the lever the designers were pulling: a generic three-mana body in a random pile, a real threat in a build that lives on casting these spells in bunches.
