Go Nuts!
Green's fight spells have always paid for their damage with a body: you need a creature already on the battlefield to do the fighting, and the spell just points it at a target. This one wraps that transaction inside teamwork, an additional-cost frame that asks you to tap a crew of total power three on top of the green mana, not in place of it. The reward is that the mode-choice stops being a choice: cast it bare for the single green and you pick one, put a counter down or start a fight; muster the tap crew and you do both, growing a creature and immediately swinging it into an opponent's blocker at the buffed size. That sequencing is the whole point. A +1/+1 counter placed before the fight is extra damage dealt and extra toughness kept, so the two modes are not parallel options but a combo the card nudges you toward assembling. The tapping is what pays for the double mode: creatures committed to teamwork are creatures not attacking or blocking that turn, so the two-for-one version costs you board presence in the same breath it improves your creature's math. It wants a wide green board that can spare the tap without missing tempo, and reads as a design experiment in pricing modality through creatures-as-resource layered on top of mana rather than swapped for it.
