Foray of Orcs
Most amass payoffs treat the growing Army as a threat you'll eventually attack with; this one cashes the counters in the same breath, converting the just-amassed power into a burn spell pointed at an opponent's creature. That coupling is what the design is built around. The two counters give you an Orc Army sized at two power minimum, so the removal has a floor, but the sharper mode is stacking it onto an Army you already control: amass onto a body that's already been pumped, and the damage scales with the total power at the moment the trigger resolves, not just the two you added. A board that has spent several turns building an Army suddenly finds that accumulated stat line doubling as removal without giving up the creature. The friction is that you're spending a card and four mana to both grow a token and kill something, and the kill is only as big as the token you've committed to; against a fresh board it's a modest two-damage shot attached to a small body. As a sorcery it can't ambush combat or answer anything at instant speed, so the Army stays on the battlefield as a follow-up threat, which is the payoff for the deliberate pace. It belongs to the narrow family of amass cards that fold token generation and removal into one card, asking you to invest in the Army first and collect on both ends.


