Loathsome Troll
A 6/2 for five mana is a body built to fall over in combat, and that fragility is the whole design brief: the card wants to die so it can keep buying its way back. The graveyard activation converts each death into a mana-gated d20 roll, and the payout structure is what carries it. Nineteen of twenty outcomes (the 1 through 19 range) hand the troll back to your library or your hand, so a bad attack or a forced block is never a permanent loss; only the natural 20 skips the recast and slams the troll straight onto the battlefield tapped. This reframes green's usual recursion, which the color normally reaches through sheer creature count or explicit reanimation spells, as a repeatable gamble you grind on turn after turn. The two-toughness is load-bearing: a sturdier body would make the loop oppressive, so the troll is deliberately priced to trade or die in combat, then claw out of the yard on your own clock. What you pay for across a game is not one 6/2 but a stream of them, each swing demanding removal or a block the opponent will have to answer again next turn. Green creatures that refuse to stay buried are an old idea; the d20 dressing is this era's way of making the refusal feel like a roll of the dice rather than a foregone conclusion.

