Kithkeeper
The Vivid trigger is what earns this seven-drop its keep: it scales the token payload to how colorful your board already is, so a two-color deck gets a modest pair of Kithkin while a five-color base turns the same 3/3 body into a small army arriving at once. That inverts how go-wide payoffs usually read, rewarding a splashy manabase rather than punishing it, and it puts a hard ceiling on the effect that keeps the rate honest: you cannot manufacture more colors than your permanents show. The second ability turns those tokens into ammunition. Tapping three untapped creatures for a temporary +3/+0 and flying converts a static swarm into a single evasive threat, which means the bodies you make on entry double as the fuel for pushing damage through the air. There is a tension baked into that: the more tokens you spend keeping the ground clogged, the fewer you have available to tap for reach, so the deck built around it wants to over-produce on purpose. The activation chains, too, since each one costs only the tapping and the pump lasts through end of turn, letting a wide enough board stack multiple activations onto a lethal flyer. For a card this expensive, the design leans on the graduated payout to justify the cost, rather than a fixed number that would read flat regardless of what you built around it.
