Armada Wurm
Ten power across two trampling bodies for six mana, split so that no single piece of spot removal can undo the deal. That split is the whole design logic: a 5/5 with trample is a fine but unremarkable rate at this cost, so the entry trigger doubles it into a token that survives the original's death. Point a Doom Blade at one Wurm and the other keeps coming; you have already gone two-for-one against any answer that targets a single creature. The token is itself a full 5/5 with trample, not a chump or a token-shaped afterthought, which means the card is genuinely two threats stapled into one slot. A board wipe still gets both, but the calculus changes against the one-for-one trades that midrange mirrors actually turn on, and against an opponent forced to spend two cards or a sweeper to break even on one of yours. Green-white midrange has long wanted exactly this shape, a flood-out insurance policy that converts excess lands into a board resilient to the first removal spell. The double-pip cost in each color marks it firmly as a Selesnya payoff rather than a generic green fatty: it asks for commitment to both colors and rewards it with ten power that grinds through chump blockers, since trample shoves the excess past whatever stands in front of either body.

