Wolfsbane, Highland Hero
Mono-green pump stripped to two moving parts: a body that punches through blockers, and a repeatable firebreathing line that pays green mana for growth. The trample is what makes the pump matter; without it, a green 2/2 that grows on demand just runs into a chump and stalls, but with excess damage carrying over, every activation is offense pointed at the player rather than the board. The once-per-turn clamp is the whole reason the rate stays fair: this is not a firebreathing dragon that dumps a full hand of mana into a single lethal swing, but a steady two-point escalation, one step per combat, that asks you to attack repeatedly rather than gamble everything on one alpha strike. That single restriction defines how the card plays. It rewards a curve that keeps making land drops and connecting turn after turn, the disciplined-beatdown pattern green has always leaned on, rather than the burst-damage math of an untapped Rogue's Passage plus every mana you own. The Werewolf and Hero typing gesture at synergies the base creature does not itself provide; on its own text, this is a lean, honest green beater whose only trick is that it insists on trading up in combat every single turn.
