Crazed Armodon
A self-destruct clause turns a single pump into a binary question: connect this turn or waste the elephant entirely. The activation is the design discipline. The once-each-turn limit caps the payoff at a single +3/+0 and trample, turning a 3/3 into a 6/3 trampler for one swing, and the mandatory destroy trigger means the body has exactly that one big turn in it. There is no mana sink here, no stacking the boost across activations: green is paying for a body whose ceiling and expiration arrive together by design, and the only choice you control is whether the swing happens at all. That framing rewards a deck that can guarantee the hit lands (haste, evasion already in place, or a board that forces the block) rather than one that wants a creature to stick around, because surviving combat buys you nothing. It is the green expression of the same impulse that powers Ball Lightning and its kin: a creature priced as a one-shot finisher whose offensive stats far outrun its survivability. The difference is that the suicide clause is internal rather than baked into the printed power and toughness, which lets the elephant exist as an ordinary 3/3 on defense until the turn you decide to spend it, then erase itself rather than linger as a liability.
