Dragonclaw Strike
Green's fight spells have always asked a creature to win a scrap it might not survive: you point your body at theirs and hope your power outnumbers their toughness. This one rigs the math before the punch lands. Doubling power and toughness first turns a 3/3 into a 6/6 that eats almost any blocker and walks away, and it turns a large creature into an eraser that clears the biggest thing on the other side without breaking a sweat. Because it resolves at sorcery speed, the fight happens in your main phase, and fighting is not combat: the inflated creature has to win its fight to survive into the actual combat step and attack that turn. That is the strategic hinge. You are not trading one-for-one; you kill a blocker and keep a swollen attacker, converting a removal spell into a board-position swing before attackers are even declared. The "up to one target" wording keeps it live against an empty board, where it collapses into a pure pump-and-swing rather than sitting dead in hand. The three hybrid pips read as a Temur signpost, but the flexibility cuts the other direction: a mono-green stompy shell, a red aggressive deck, or a blue tempo build can each pay full freight for it without touching a second color, since every pip can be satisfied with generic mana. The result does double duty: a splashy payoff for three-color decks, and a color-flexible pump-and-kill for anyone willing to pay the premium.
