Old-Growth Dryads
A 3/3 for a single green pip is a stat line the color almost never gets, and when it does the brake is usually a downside the controller eats: a saboteur clause, a mana lock, a life payment. This one exports its tax across the table. The enters-the-battlefield trigger offers each opponent the option to fetch a basic and put it into play tapped, which is real acceleration and a real card handed over the moment your beater lands. The opt-in is the whole balancing act: the land costs the opponent nothing and enters tapped whether or not they want it, so the only reason to decline is if the resource itself hurts them (a landfall trigger they would rather not feed, a milestone card count they want to keep low, a deck too thin on basics to spare one). Almost everyone else takes it. The wager is tempo either way: a three-power attacker on turn one betting that it closes before the tapped land pays anyone back. In a fast, low-curve build the math holds, because the land cannot block the turn it arrives and the extra mana matters less as the race shortens. Against grindier opponents who bank the gift, the deficit compounds turn over turn, which is exactly why this refuses to be a free include. The wrinkle is the on-entry timing: flickering or recurring the body hands out another basic every time, so the value tricks that turn a cheap creature into an engine here just widen the hole you dug.

