Ent's Fury
Green's fight spells have always paid off the biggest creature you control, but this one gates the reward behind a real board state: the +1/+1 counter only lands if your creature's power is already 4 or greater, so the spell scales with the position you have built rather than propping up a small body. When you are behind, the permanent counter simply does not happen, which is precisely the tension green fight removal has to navigate. The unconditional half is the +1/+1 until end of turn, and its ordering on resolution matters. The counter check comes first, then the temporary pump, then the fight, so a creature sitting at exactly 4 power picks up a counter and enters the fight at 6 power. That sequencing is the whole point: a four-power creature clears something two toughness larger than its printed body suggests, and a five-power creature that qualifies for the counter fights at 7. The design leans into fight's oldest liability (the damage is mutual, so your own creature can die in the exchange) by sizing the temporary boost to tilt marginal trades your way. It does real work for a board full of large bodies and almost nothing for a curve that tops out at threes, which is exactly where a color's midrange removal should draw its threshold.

