Old-Growth Troll
Three green pips on a 4/4 with trample is already an aggressive rate, but the real design work is in the death clause: this creature refuses to be answered on its own terms. Kill it and it does not go to the graveyard as a spent resource; it comes back as an Aura on one of your Forests, turning that land into a mana source that taps for two green and, when you want it to, a sacrifice outlet that spits out another 4/4 trample body. Every removal spell an opponent points at it loses the exchange it was designed to win. Answer the first body and you have traded a card to convert a beater into ramp; the token then costs you the land but replaces the threat, so the whole sequence bleeds their answers dry across three stages. What makes it hostile to spot removal is that none of those stages leaves you empty-handed: the only clean answers are exile effects and bounce that reset the chain before it fires. It is a mono-green stress test built to punish decks that lean on one-for-one removal, turning every removal spell into a two-for-one in the wrong direction; the triple-green cost is the price of that resilience, locking it out of anything but the most committed green manabase.




