Wildwood Patrol
Four power for three mana with trample is exactly the deal green has offered its commons and low-rarity beaters for as long as the color has existed: the two toughness is the whole bill. This body trades down to most removal, gets picked off by a modest reach creature in combat, and cannot profitably block a sturdy two-drop, so its entire value lives on the attacking step. That is the point. Trample turns the fragile 4/2 into a reliable four-damage clock that refuses to be chumped down to nothing; a lone blocker eats what it can and the rest spills past to the player. The design is a study in front-loading: pay now, hit hard, and accept that the card contributes little once the race turns against you. It is aggressive filler that props up a green creature curve without asking anything of the deck around it, the sort of no-frills beater that keeps a color's aggressive shells honest at low rarity. There is no engine here, no wrinkle, no synergy hook to build toward. It attacks, it tramples, it defends poorly, and it does that job for the exact price a green aggro deck expects to pay for a body that size.



