Infuse with the Elements
Converge asks a green-centric deck to splash, and this is the card that demonstrates why that bargain is rarely worth it. The ceiling is real but capped by the cost itself: four mana means four colors at most, so the best case is four +1/+1 counters and trample on one creature, a swing that ends games. The floor is the problem. Cast off a single green source and you have paid four mana for one counter and an evasion grant, a rate that embarrasses almost any pump spell printed alongside it. Most spells scale their power against a cost you control; converge scales it against your manabase's color spread, a resource you commit to long before the spell is in hand. That inversion is what the card is really about. It is not strong or weak so much as it is a referendum on how greedy your sources are, paying out in proportion to a deckbuilding decision made turns earlier. Because the counters stay while the trample expires, it rewards a wide color base with permanent stat growth that pure pump spells never leave behind, but it also punishes the honest two-color deck more harshly than any conditional removal spell would. It is converge in its most legible form: a single number on the card that means nothing until you read it against the lands you chose to run.
