Invasion of Muraganda // Primordial Plasm
The front side is a fight spell wearing the mechanic's protect-and-defeat costume: it grows one of your creatures, then throws that now-larger body at something on an opponent's board, pump-and-fight removal in the lineage of Prey Upon with the counter sticking around afterward. The real design interest lives on the Ooze. Primordial Plasm's combat trigger is subtraction dressed as a buff: it enlarges another creature while stripping away every ability it had until end of turn, and because it can point at any other creature on the table, the +2/+2 is often incidental to the "loses all abilities" clause. Ability removal like this is unusual in a mono-combat shell that normally solves problem creatures by outsizing them rather than by turning off what they do. Aimed at an enemy blocker, it erases deathtouch, protection, ward, or a keyed activated ability for the turn; aimed at your own attacker, it becomes a naked stat boost that also, awkwardly, shuts off any evasion or triggers you were counting on. The two faces pull against each other: the Siege is a one-time board-development play, the Ooze a recurring every-combat lever that rewards a board wide enough to always have a worthwhile ability to erase. Defeating the Siege is the toll for trading immediate tempo for that ongoing engine, and the transform runs one way, so there is no walking it back once the Ooze arrives.
