Keeper of Fables
Green's card-advantage engines have almost always leaned on creatures dying, biggest-power fights, or a payoff tied to landfall; here the trigger is combat connection instead, gating the draw behind the one thing green already wants to do, which is send creatures across the board. The exclusion clause is the design pivot: non-Human bodies only. That single word narrows the reward around beasts, elves-as-tribe caveats aside, wolves, dinosaurs, and the like, and quietly steers it toward tribal shells built on anything but the game's most common creature type. What makes it durable as an engine is that the draw counts per player, not per creature, so a wide non-Human board is not a stack of triggers but a single card off any successful strike; the payoff scales with going wide only insofar as more attackers mean more likely damage, not more cards. A 4/5 is the piece that keeps this honest: big enough to attack into most ground stalls and connect itself, sturdy enough to survive the removal that green usually cannot answer, but slow enough at five mana that it arrives after the aggression has started rather than enabling it. It is a lord-shaped payoff without the stat buff, rewarding a board you have already committed rather than building one for you.



