Werewolf Pack Leader
Green has always paid a premium for card advantage, funneling it through combat connections or clunky attrition engines rather than a repeatable trigger on a cheap body. This inverts the tax: a 3/3 for two that draws when the team commits to the swing, not when it lands. The pack tactics threshold of six total power is the balancing hinge. It rewards a board wide enough to clear the threshold when you swing, and because it counts total power across the whole attack rather than just this creature, the leader pays out for the entire squad, which is exactly how an aggressive green deck wants to spend its resources. The design pushes go-wide play without handing over a free engine: you have to attack, and attack with mass, to be paid. The activated ability is the late-game insurance for when the board stalls or the draw trigger has already done its job. For four extra mana it becomes a larger, trampling 5/3 that sheds its Human type, a wrinkle that reads as flavor (the leader slipping into full wolf form) but does real work against removal and lords keyed to Humans. That range is the rare part in green: a two-drop that beats early, then curves into a mana sink, with a draw trigger doing the work green usually has to overpay to get.





