Reaper of the Wilds
The defensive midrange body that pays you for the attrition war it invites. A 4/5 already brawls above most of what tries to trade with it, but the design's real cleverness is stacking three separate incentives onto one creature. The death-trigger scry turns every casualty on the board (yours, theirs, a removal spell resolving, a chump block) into card selection, so the longer a grind goes, the more it digs you toward the answers and threats that win it. The two activated abilities resolve the durability problem that kills most attrition creatures: black mana grants deathtouch so the 4/5 trades up against anything that swings or blocks, and green mana grants hexproof so the targeted removal that usually evaporates a value engine simply misses. Crucially these are instant-speed activations, which means the response window belongs to its controller: you leave the mana open, let the removal go on the stack, and shrug it off, or you ambush a fattie in combat with deathtouch held up. The gorgon flavor (a stare that turns flesh to stone, sold as deathtouch you can switch on) is the kind of mechanical-to-flavor fit that color-pair removal aspires to. What keeps it honest is that both abilities are last-until-end-of-turn rentals rather than permanent shells, so it costs mana every turn it wants to be untouchable, and the scry is selection, not card advantage. It rewards a deck built to outlast, not one built to race.



