Neyith of the Dire Hunt
Fight has always been green's answer to removal it isn't supposed to have: a creature-versus-creature comparison that either kills the blocker or trades badly, with no card advantage to show for it. This design turns that friction into an engine. The first ability pays you once whenever one or more of your creatures fight or become blocked, which means combat itself becomes a draw trigger before a single point of damage is assigned. The second ability manufactures those triggers on demand. Doubling a creature's power and slapping a lure clause on it turns an evasive threat into an ultimatum, but the compulsion is deliberately soft: "must be blocked this combat if able." If the opponent has no legal blocker, they simply take the doubled hit, so the ability offers a fork rather than a guarantee. Either they block and you draw and win the trade, or they can't and you connect for a swollen chunk of damage. Both outcomes serve a small, aggressive board that doesn't mind trading. The hybrid activation cost keeps the package running in a mono-green build while inviting red, where fight-and-buff effects have long shared a lineage with cards like Domri Rade. What makes the design cohere is that it never asks you to over-commit: you keep swinging with cheap creatures happy to trade, and the hand refills faster than the board empties. A green Warrior that reads the combat step as a renewable card-draw resource.
