Turtle-Duck
The 0/4 body is the classic green speed bump: it trades with almost nothing, walls the ground early, and dares the opponent to find a way over. What keeps it from staying a pure blocker is the mana sink stapled to that shell. Pour three mana in and the same creature swings as a 4/4 with trample for a turn, converting a stalled board into real pressure without ever committing a second card to the plan. The whole balancing act lives in that activation cost, which is deliberately steep against a one-drop: in the opening turns this is only a wall, and only in the back half, when mana comes cheap, does it earn the right to attack. That is an old green trick for keeping a cheap creature relevant across every phase of a game, here grafted onto a body that costs next to nothing to deploy. The result is a chump-blocker's toughness and a finisher's ambition sharing one card, quietly promising to close the game itself if the opponent ever stops paying the ground its respect.
