Primal Druid
Ramp that asks you to lose the body to collect the payoff. Most green fixing puts the land on the table the moment the creature lands; this one withholds the land until the 0/3 dies, turning a defensive blocker into deferred ramp. The 0/3 stat line is doing exactly what the design wants: three toughness blocks early aggression and survives most one-damage pings, but zero power means it never trades up in combat and never advances your board, so chump-blocking it away is rarely a loss. The land arrives tapped, which keeps the effect honest as a tempo-neutral fetch rather than a free acceleration burst, and because the trigger is a death trigger rather than an enters-the-battlefield one, it rewards the things green is already trying to do: sacrifice fodder, profitable blocks, the occasional board wipe you were going to eat anyway. It pulls a basic specifically, so it fixes your colors in a five-color shell while also thinning a land out of the deck. None of this makes it a high-impact card, but the structure is unusually clean for a common: a wall that pays you the moment it stops being useful as a wall, which means there is no awkward window where holding it back costs you tempo.
