Wildfire Wickerfolk
A 3/2 with haste for two colors is a fair aggressive rate, but the delirium rider is the tell about what this Scarecrow really wants from the deck around it. Reaching four card types in the graveyard costs sequencing: it asks for creatures, instants, sorceries, artifacts, or lands already spilled into the yard by the early turns, which nudges a build toward cheap self-mill, cantrips, and expendable bodies rather than a clean curve of threats. Pay it and the two-drop swells into a 4/3 trampler, no longer a beater a defensive board can profitably chump. The tension lives in the timing: haste begs a swing the turn it lands, but the version worth swinging with, the delirium-boosted one, usually is not online that early, so an aggressive slot ends up asking for patience and paying off in the midgame when a raw 3/2 has stopped threatening much. There is a self-referential wrinkle, too: this is itself an artifact creature, so it carries two of the very types it counts (artifact and creature) and partly funds its own delirium condition once it hits the yard. That makes it a natural fit for shells that recur or reanimate their small creatures, where the graveyard is worked as an active engine and this Wickerfolk keeps coming back to trample through a stalled board.
