Wandering Wolf
Pseudo-evasion that reads the board instead of granting a fixed keyword: anything with less power than this creature is forbidden from blocking it, so against a swarm of tokens, mana dorks, or chump-blocking walls, the wolf gets through during exactly the turns when getting through matters. The 2/1 body is doing the quiet work that makes the effect tick. At two power, most early-game defenders (the 1/1s and 1/3 walls that aggressive green decks want to run past) simply cannot stand in the way, and any effect that pumps its power widens the lane further, since the restriction keys off whatever its power happens to be. This is a measured alternative to trample and menace, sidestepping their all-or-nothing combat math in favor of a rule that decides who is even allowed to participate. The catch lives one line down: the ability keys off power, but the vulnerability lives in the toughness. A single 1 toughness means the wolf dies to any point of removal, and the evasion does nothing against blockers at two power or more, so a competent defender simply trades into it. The lane it opens is real, but it is narrow and short-lived: a clean piece of red-zone design where the threat is exactly as durable as one point of toughness allows.

