Might Weaver
A green two-drop that pays its own color no attention at all: the trample it hands out only lands on red or white creatures, which makes this a green creature built to serve its allies rather than itself. That restriction is the entire structural idea. Green is the color of trample, so the keyword is native here, but the ability launders it sideways into red and white combat plans, the kind of allied-color handoff that multicolor designs of this era leaned on to give two-color and three-color decks a reason to run a green source. In practice the card lives in a Naya or Selesnya shell where small white attackers and red beaters need to get through a wall of chump blockers, and the activation is cheap enough to fire more than once in a turn when the mana floats. The repeatable grant is what carries it; a single instance of trample is rarely worth a card, but a board's worth of trample, turn after turn, changes how the defending player can profitably block. The body is a fragile 2/1 with nothing to offer on defense, which fixes its role as an early tempo enabler that wants protection rather than combat of its own. It is a small, legible piece of allied-color design: green underwriting the aggression of the colors next to it.


