Colossal Might
A two-mana pump spell carries no surprises on its own; the math is what separates the useful ones from the filler, and the math here is loud. Four extra power on a single creature for two mana is a lot of damage, and the trample clause turns that into a guaranteed clock: a blocked attacker spills the surplus through, so the spell does not just win combat, it ends it. The +2 to toughness is the quieter half, but it matters for the cases the +4/+0 versions cannot cover: a creature surviving a damage-based removal spell or an unfavorable block thanks to the bump. The gold cost is the price of the rate. By committing both red and green, the card asks for a deck already in those colors, and in exchange it hands over numbers neither color reaches alone at this slot: red supplies the aggression, green supplies the trample-and-toughness body, and the spell sits at the intersection where a midsized attacker becomes lethal. That is the whole pitch of an aggressive two-color pump effect: it is a finisher disguised as a combat trick, best held until the swing it converts into a kill rather than spent to win an early scuffle.


