Paragon of Eternal Wilds
Green's entry in the five-color lord cycle that paired each color's anthem with an activated ability tuned to that color's combat instincts. The static buff is the easy part: a +1/+1 across the rest of the team, cheap to print and easy to play around. The trample grant is what elevates the design past a plain anthem. Green has always built oversized bodies and then watched them get chumped, so a lord that can manually push one attacker through a chump blocker every turn converts a stalled green board into an actual clock. The cost is what makes the choice interesting: the activation taps the Paragon, so each turn you decide whether to leave it untapped as an enabler that hands trample to a bigger threat, or send it in as a 2/2 attacker and forgo the ability that turn. The anthem stays on the whole time, tapped or not, attacking or not; the static buff does not care about the Paragon's status, only the activated ability is gated behind the tap. The 2/2 body for four is below rate on its own, which is the cycle's whole premise: these were payoffs for decks already committed to a single color, where the anthem multiplies over a wide board and the activated ability supplies the reach the color otherwise lacks. Strip away the critical mass of green creatures and it is a fragile four-drop doing almost nothing.
