Okina Nightwatch
The conditional is the whole pitch: keep your hand fatter than every opponent's and a 4/3 becomes a 7/6, a body that swings games out of nowhere. That puts this in the small family of green creatures that reward card-advantage hoarding rather than dumping a hand, a slightly contrarian impulse for the color most associated with flooding the board. The catch is the comparison is strict and ongoing: it checks against each opponent individually and only while you stay ahead, so a single topdeck war or a forced discard can shrink the buff mid-combat. It also wants its supporting cards pulling the same direction, leaning on draw-go restraint and refill effects to keep the count tilted in your favor, which sits awkwardly against the aggression a 7/6 implies. That tension (a beater that rewards passivity) is why the design never quite found a home: an army built to stay hand-flush rarely wants a vanilla-when-empty creature carrying the plan, and a deck that wants a cheap-ish fatty rarely sits on cards. What it does illustrate cleanly is an early take on conditional stat-pumping tied to a resource you control across turns rather than a one-shot trigger, the kind of "play around your own state" template that later designs refined with more forgiving conditions.


