Hormagaunt Horde
Two mechanics doing the same job from opposite ends of the game. Ravenous lets the base 1/1 body scale with whatever mana is left over, turning a floor into a variable X-spell whose size tracks your open mana and hands you a card once X hits five. Endless Swarm is the answer to what usually kills a scaling creature: removal. Instead of committing all your mana to one large body and hoping it survives, the horde asks only that you keep hitting land drops, and every land that follows can buy the card back from the graveyard for a fixed price. The design logic is recursion tied to the one resource you deploy every turn anyway, so a fair-sized swarm keeps coming back at a modest, repeatable cost rather than an escalating one. That splits the incentive cleanly: dump mana for a huge one-shot body, or cast it small and cheap and let the land-trigger reanimation turn it into a stream of expendable green creatures. The card's job is attrition, not tempo. It wants a board that grinds, a green base that keeps unfurling lands, and a plan that treats each cast as one more wave rather than a decisive threat. The counters make the body flexible; the return clause makes the body renewable.

