Old One Eye
Recursion is the design idea doing the heavy lifting here, and it runs on an unusual currency: not mana, not a death trigger, but a raw two-card discard at the start of your main phase to buy the whole 6/6 back to hand. That trades card advantage for board presence directly, exactly the exchange a heavy-green go-wide deck is happy to make. The catch is fuel: an empty or light hand shuts Fast Healing off, so the loop is only as good as the overflow you can generate elsewhere. The rest of the package converts that persistence into pressure. Granting trample to everything you control means a stalled ground board no longer wastes its power against chump blockers: excess damage spills through to the defending player, so a wide team keeps chipping at the same life total even when it cannot punch cleanly. And because the 5/5 Tyranid token arrives every time this enters the battlefield, each recursion that resolves back onto the board rebuilds two attackers at once, the recurred 6/6 and a fresh body beside it. The through-line is a creature that refuses to stay dead and hauls the rest of the team past blockers while it works: an anthem and a resilient engine folded into one legendary frame. What lifts it above its stat line is that self-return. Most green fatties ask you to protect them; this one asks only that you keep drawing cards you can afford to throw away.

