Seton, Krosan Protector
A payoff looking for a board state most decks of its era never reached: every Druid you control, this 2/2 included, becomes a green-tapping mana source the moment it joins the team. The cost is brutal by early-era standards. Triple-green pips on a small body is a manabase tax that locks you into mono-green or near enough, and the legend that pays for it offers nothing on offense or defense; it just stands there waiting to convert a board of dorks into ramp. What lifts this above a keywordless tribal lord is the conversion rate itself: each Druid feeds green, and in a deck stocked with Druid-typed creatures the output scales past anything a single ramp creature could promise. The wrinkle hides in one word. The ability reads "tap" rather than the symbol, so it ignores summoning sickness entirely: a Druid that resolved this turn can feed green immediately, turning a fresh board of dorks into mana the same turn they arrive rather than the turn after. The real tension lands in combat math, where every Druid you commit to mana is a Druid that cannot also attack or block. The design anticipates a critical mass of cheap Druids and a green-hungry sink to pour that mana into, a deck the format around it did not quite supply, which is why this spent years as a curiosity before later Druid printings gave the engine enough fuel to matter.
