Primeval Herald
Two ramp triggers on one body, and it's the attack trigger that pushes this past the usual fetch-a-basic bear. The enter trigger front-loads a land the turn it resolves; the attack trigger then repeats the payout every combat step the creature survives. There's the rub, and it's stitched into the frame: a 3/1 dies to nearly any blocker and most incidental damage, so the recurring fixing is a promise the card can rarely keep more than once or twice. That fragility is the toll for stapling repeatable land development onto a creature that also threatens to connect. Trample earns more weight than the toughness suggests, since a 3/1 that must attack to unlock its best ability wants its points crashing through a chump rather than getting eaten by one. The lands arrive tapped, which pins it down as tempo-neutral ramp rather than a burst enabler: you spend a turn of speed to keep thinning and fixing whenever you can force it into the red zone. Green has plenty of creatures that convert combat into mana, but most hand you one land and then a vanilla beater; this one poses a standing question every turn instead, asking whether you can keep it swinging and whether the deck is built to reward the steady drip of basics it drags onto the field.

