Mold Shambler
Kicker exists to solve a sequencing problem: how do you make a card that pulls weight on turn four and still earns its slot on turn eight, without printing two cards? Here the answer is a 3/3 for four with optional Naturalize stapled on. Cast it flat and you have a midrange body that fills a curve when nothing better is available. Pay the kicker and the body arrives attached to the destruction of an enchantment, artifact, planeswalker, or even a land, folding two effects into a single draw that never rots in hand. The destruction is gated behind the enters trigger, so it answers permanents already on the battlefield rather than spells on the stack; it cannot stop a problem before it lands, only clear it afterward. What keeps the kicked rate fair is the math behind it: six total mana buys a 3/3 and a removal spell at once, a price that reads as expensive only if you forget you spent one card instead of two. Green is the color most comfortable blowing up artifacts and enchantments, but it usually does so with a dedicated spell that does nothing else; the appeal here is consolidation, an answer to troublesome noncreature permanents bolted onto a creature that still affects the board when you have no use for the removal. The body is forgettable. The optionality is the entire reason the card was built.


