Invoke the Ancients
Five mana, four of them green, buys two 4/5 bodies, and the design puts the interesting choice after the bodies rather than in them. Each Spirit gets one counter of your choosing: vigilance keeps it home while it swings, reach turns it into an answer to fliers, trample makes it a finisher that punches past chump blockers. Because the choice is per-token, you can split the pair into one attacker and one wall, or double up on whatever the board in front of you demands when the sorcery resolves. That per-creature modality is the reason the card is priced the way it is; two solid green bodies for five would otherwise be serviceable and forgettable, and the counters are what let one card answer several different board states. The counter framing matters for how the tokens behave downstream more than for permanence: a keyword counter is a physical object on the creature, so it interacts with proliferate and with effects that count or move counters, which a plain static keyword grant would not. It reads less like a token-generator and more like a modal permanent-maker that asks you to size up the table before you commit, with the quadruple-green cost as the tax for getting that adaptability at all.





