Nessian Game Warden
The body is the floor and the dig is the upside. A 4/5 for five mana holds the ground against most green-mirror combat math without help, which is the part of the design that asks nothing of your deck. The card-selection trigger asks for everything: its depth scales with the number of Forests you control, and the game reads that literally, counting any land with the Forest subtype rather than any land you play for green. Dual lands and shocks that carry the Forest type feed the count as fully as a basic does; it is untyped fixing and colorless utility lands that leave you burrowing shallow. At a full board of Forests you are looking five, six, seven deep for the best creature in the stack; with a thin green base you may see the top two and hope. That conditional makes the card a tuning knob more than a fixed payoff: the same 4/5 is a respectable blocker in one shell and a genuine selection engine in another, and the slope between those outcomes is set entirely by how committed to the Forest type your manabase is. The constraints on the dig matter too: it finds creatures only, and the rest go to the bottom rather than staying on top, so it smooths your draws toward bodies without leaving a repeatable scry behind. A clean expression of the idea that rewarding color discipline can be a deckbuilding cost written into the type line rather than a free rider on it.
