Exponential Growth
Doubling a creature's power is a well-worn green trick: pump spells, combat surprises, the odd swing for lethal from nowhere. What sets this apart is the X inside the effect, deciding how many times the doubling repeats rather than how large a single boost lands. Because the cost is , every X you pay counts twice on the mana bill and once in the number of iterations, so the spending is always an even sum (four, six, eight) and the payoff climbs geometrically rather than linearly. A creature with power 2 becomes 4, then 8, then 16 as each doubling stacks on the last. That math is the whole reason the card is dangerous: the numbers stay modest through the early multiples and then detonate, so the investment that reads as marginal at four or six mana becomes a game-ending line at eight. The sorcery-speed limit and the double-green pip are the honest brakes: you cannot ambush a blocker with it, and you have to commit the mana on your own turn, in the open, before combat. It is a finisher that asks you to already have a creature worth pointing it at and a mana pile worth spending on a curve that rewards patience over efficiency. Paired with trample or any other way to swell power, the ceiling stops being a number a spreadsheet can comfortably hold.




