Kodama of the North Tree
Shroud is the wrinkle that makes the rate read so strangely. Green has always been willing to overcommit on bodies, but a 6/4 trampler is an open invitation to a removal spell: trade five mana for two, and the green deck falls behind. This Spirit answers that exchange by refusing to be answered. You cannot Doom Blade it, cannot Pacifism it, cannot bounce it with anything that targets. The opponent is left to chump, race, or find a board wipe, which is the entire point: it converts a fragile attacker into a clock that has to be dealt with on combat math alone. The cost of that protection is paid by the same keyword that grants it. Shroud cuts both ways, so it locks your own toolbox out too: no targeted green pump, no aura, no protection spell can ever touch it. It also strands the equipment and counterspell-bait answers a normal beater would invite as removal magnets, which is part of why the four toughness can feel low against a sweeper. A clean, almost brutalist piece of aggressive green design from an era fond of legendary Spirits with sharp upside and a built-in catch: a threat that resolves the green deck's oldest tension (cheap, big, dies to one card) by simply making "one card" not enough.
