Reclusive Taxidermist
A mana dork with a threshold clause bolted on, and the two halves point in exactly opposite directions. The tap ability wants you to keep it back, tap it every turn, and treat it as a fixing engine that happens to have legs: it produces any of the five colors, so it slots into greedy multicolor manabases as more than a green source. The +3/+2 wants a full graveyard and turns the same 1/2 into a 4/4 once you have buried four creature cards. Both halves reward the same grindy self-mill or attrition plan, and that is what holds the design together: the deck that fills its own graveyard with creatures is also the deck that appreciates a body swinging from irrelevant to threatening without any additional investment. The threshold is a fixed check rather than a scaling one, so it flips on all at once, and until it does you are running a fixer nobody will spend removal on. That asymmetry is where the card lives: early it is a five-color rock worth ignoring, late it is a beater worth killing, and the graveyard count is the switch between the two states. It descends from the long line of green two-drops that ask you to pick which job you need, but few of them offer to be both a rainbow mana source and a real clock depending on how the game develops around them.


