Vitality Charm
Onslaught's tribal cycle of one-mana charms each gave a color three modes built around the set's flagship creature types, and the green one wears its theme on its third bullet: regenerate target Beast. That clause is the giveaway that this was drafted as Beast support first and a generic trick second. The other two modes keep it relevant when the Beast plan never comes together: a 1/1 Insect token to chump or carry an aura, or +1/+1 and trample to push a blocked attacker through. None of the three is impressive in isolation, which is the point of a charm; the value is in carrying one card that answers three different board states at instant speed for a single green pip. The token mode is the most quietly useful, since it converts an otherwise dead late-game draw into a body, and the trample mode turns a stalled ground attacker into reach over a wall of blockers. The regeneration line is the most conditional, narrowing to a specific creature type the way these cycle cards always anchor to their tribe, but in a deck stuffed with Beasts it shrugs off a sweeper or trades up in combat. The whole cycle was an experiment in giving aggressive tribal decks a flexible, low-opportunity-cost trick, and the green entry leans hardest into board presence rather than tempo.
