Overgrown Armasaur
Enrage inverts the usual logic of combat damage: it asks you to want your creature hurt, and the design problem is making that want pay without making the creature impossible to answer. This is the conservative solution. Where some enrage creatures reward a single large incoming hit, this one rewards repeated pinging, because each separate instance of damage spins off another body. Block a small attacker, take a hit, get a Saproling. Eat noncombat damage from a pinger, get a Saproling. The green fatty frame is incidental; the engine lives in the fight, and it turns trading and grinding into a token-generation loop. What makes that loop awkward to interrupt is that the trigger keys on damage rather than death: even lethal combat damage still creates a Saproling on the way out, so an attacker who trades into it hands you a replacement even as the creature dies. The clean way past it is removal that never deals damage at all: exile, sacrifice, or minus-toughness effects that shrink it out of existence without touching the enrage clause. The Saprolings matter beyond their stats, too, feeding any deck that wants bodies to convoke, sacrifice, or pump, which widens the creature's reach past its own combat math. Every instance of damage an opponent aims at it becomes a body that rebuilds your board, and forcing that arithmetic across a long game is what the whole design is angling for.

