Circle of Elders
The conditional ramp creature is a strange beast, because the gate it asks you to clear usually means you no longer need the help. Eight total power across the board is a state most green decks reach the turn before they would have won anyway, which makes the mana this taps for read like a reward for being ahead rather than a tool for getting there. That is the tension formidable was built around: it asks the board to be developed before it pays out, so the payoff has to be large enough to matter once you are. Three mana from a single tap is genuinely a lot, enough to chain into something you could not otherwise have cast, and vigilance keeps the body attacking while it does. But the structural problem never resolves. A 2/4 that ramps only when your board is already flooded is fighting for a slot against acceleration that fires on turn two, and the formidable clause is fragile to a sweeper: clear the board and the engine switches off until you rebuild eight power, exactly when the ramp would have mattered most. The output is the other quiet limiter: colorless mana is flexible, but it cannot pay the double-green pips that fill the decks most interested in this kind of effect. A clean expression of an idea that wants the game already going your way before it will contribute anything.
