She-Hulk, Jennifer Walters
Feed her a land, pay two and a red, and she draws a card while stapling a +1/+1 counter onto a body that already tramples. That single activation converts one act into two distinct resources at once: your hand refills and the attacker enlarging past a chump blocker gets bigger. Trample is what closes the loop, since every counter she accrues spills as damage over the top rather than getting soaked by whatever gets thrown in front of her. The governor built into all of this is the land you burn each time. Sacrificing your own mana to fuel a repeatable draw-and-grow engine caps how hard you can lean on it: press too aggressively and you starve the mana that pays for the next activation, so the engine throttles itself. That cost is exactly what keeps a four-mana beater from running away with a game unopposed, and it points the card toward decks that can replay or recur lands so the trade stops hurting. The result scales with the resources you are willing to shovel into it, a slow-building threat rather than an immediate one. As a berserker who literally eats the ground she stands on to hit harder, the character and the mechanic converge: rage that feeds on its own footing, growing meaner the more it consumes.
