Nantuko Disciple
Druidic mana made flesh, with the green mage's instinct to turn raw growth into combat math. What separates this from the era's pump spells is that the buff is repeatable: a body that survives to throw the same +2/+2 again next turn instead of vanishing the moment it resolves. The single green pip keeps the activation cheap enough to fire most turns it is untapped, but the tap is the real cost, and it is a hard ceiling. Tapping is part of the activation, so the ability fires once per turn cycle and cannot be doubled into a single oversized attacker without an outside untap effect. That one-pump-per-turn limit is the whole governor on the design, and it forces a real sequencing question every turn: spend the tap on offense or hold it for a defensive trick. A creature that attacks cannot also tap for the pump, since it lacks vigilance, but it can be declared as a blocker first and then tap to grow an ally before damage, which makes the ability quietly better on the back foot than at the front. It is the slow, grinding sort of green engine that rewards a board already built to swing: the recurring fang behind a swarm, not a finisher in its own right.


