Titan of Industry
Green fatties have always struggled with the same problem: a 7/7 for seven mana is a fine blocker and a fine attacker, but if it eats a removal spell before it swings, you have spent your turn on nothing. This one answers that objection by pricing two guaranteed effects into the entry, so the card has already paid for itself the moment it resolves regardless of what happens next. The menu is deliberately built so no single mode is a dead card: artifact and enchantment removal for the matchups that need it, five life against aggression, a 4/4 Rhino Warrior to add a second body and dodge a one-for-one, and a shield counter to protect either the Titan itself or a threat already on board. Doubling up (a Rhino plus a shield counter on the Titan, say) produces a board state that is genuinely hard to unwind with conventional removal, because you now have two things to kill and one of them ignores the first spell. Reach and trample are the finishing touches: it blocks the fliers green usually cannot, and its size punches through chump blockers rather than being neutralized by them. The design lineage is the value-fatty tradition of cards like Woodfall Primus and the Titan cycle, where the goal is a green top-end that cannot be answered efficiently on a single card.





