Batroc the Leaper
Multikicker usually scales one axis. Here it scales two from a single payment, and the two feed each other rather than run in parallel. Each kick stacks a +1/+1 counter and adds another target to the entry damage, and because that damage keys off the power the counters have already inflated, a heavily kicked cast lands as an area burn spell and a sized-up threat at once. Pay the additional cost three times and a 5/5 arrives dealing five damage to each of up to three separate targets (fifteen damage spread across the board, not a pool to divide among them). The clauses lock together: bigger body, more targets, more damage per target, all from the same investment. The floor is honest about the ceiling. Unkicked, this is a 2/2 that does nothing on arrival, a play you hold rather than dump early. What waiting buys is a flexible removal package that can sweep several small blockers, or point full power at a handful of high-value targets, then leave an attacker behind to keep pressing. The damage resolves on entry, before an opponent gets a combat step to answer the body, so a late cast delivers both the sweep and the follow-up at once. It is a design built to punish casting early and reward casting late, which is exactly the behavior multikicker was invented to model.

