Rise of the Varmints
Green graveyard payoffs usually route through recursion (Eternal Witness, Regrowth, the whole reanimation family), but this one does not want the creatures back: it wants them dead and counted. The graveyard is a resource to be spent laterally rather than reclaimed, converting a pile of fallen bodies into a swarm of fresh ones. That conversion rewards an aggressive, attrition-heavy game plan where trading down early is fuel rather than loss, a very different graveyard relationship than green's traditional value engines assume. Plot is what resolves the awkward timing: a token-count effect like this is worst when cast blind on an empty yard and best after several combat exchanges, so exiling it early and firing it later on a stocked graveyard sidesteps the tension between wanting it now for tempo and later for volume. The trade-off is that plotting puts the card face-up in exile, so the opponent sees the swarm coming; the payoff for that visibility is a later turn with the mana cost already settled, leaving every point of mana open for a follow-up creature, a sacrifice payoff, or an anthem to swing the alpha strike wider. The tokens themselves are pointed offense, not defense: two power on a one-toughness frame is built to attack in numbers and to feed sacrifice and go-wide effects, not to hold a board. The whole package rewards a deck that treats its own creatures as ammunition, filling the yard on purpose so one later turn can cash the entire ledger.
