Rubblebelt Maverick
A one-drop that keeps working long after it dies. The enter-the-battlefield surveil 2 pays for the body on the way in, filtering two cards and stocking the graveyard for what the card wants to do later: from the yard, a green mana exiles it to grow a creature by a +1/+1 counter, sorcery-speed only. The structure resolves a familiar tension in aggressive green. How do you make a spent one-drop still matter in the mid-game without giving it recursion that loops? The exile clause answers it cleanly. This is a single-use grave-based pump that trades itself away permanently, so it accelerates the board once and then it is gone: no engine, no incremental value train. What makes the whole thing coherent is that the surveil sets up the mechanism the card depends on later: dig for the mid-game pieces you need, and once the Maverick has traded in combat or been chumped away, the counter is waiting in the yard for a green mana on a later turn. It rewards sequencing more than most creatures at this cost, because the decision of when to spend the counter (and where the mana comes from) is the actual play. A body first, a counter later, with the graveyard as the hinge between the two.
