Resistance Squad
A 3/2 for three mana is the aggressive weenie rate white has always priced, but the reason to run this is the conditional stapled to it: control one other Human when it lands and you replace it in hand, turning curve filler into a card-neutral deployment. The condition is doing careful design work. It is written as a check on entry, not a payoff you build toward, so the reward lands only when you are already fielding a critical mass of Humans rather than as a splashy top-end. That gates the draw behind the tribe's fundamental weakness, board wipes; a swept-out Human deck rebuilding from an empty board gets no refund on the first creature it redeploys, which keeps a cheap white beater from doubling as an unconditional cantrip. The lineage here runs through the long line of tribal payoffs that ask you to commit to a creature type before they pay, going back to the earliest tribal-matters designs, but this one occupies the humbler slot: not a lord, not a finisher, just the three-drop that keeps a Human deck's hand from running dry mid-game. It rewards density without demanding it, and that restraint is the point.

