Martial Coup
The hinge sits at five. Pour in four mana of soldiers and you have a modest go-wide play; commit to ten and you have a one-sided board wipe that leaves you with an army standing where everyone else's is rubble. That single threshold is the whole design: a Wrath of God you have to overpay for, bolted onto a token-maker scaled by the same X, so the more devastating the sweep, the bigger the force you keep on the other side of it. White's board wipes have historically reset both players to zero; this one inverts the math, asking you to commit enough mana that the tokens it makes outnumber whatever you lose to the sweep. The cost is the discipline. Reaching the destroy clause means dumping a turn's worth of resources into a sorcery, so the card punishes you for getting impatient and rewards you for sandbagging it until the mana is there to make the sweep asymmetrical. Below five it is a serviceable token spell; at five and up it is a finisher disguised as a removal spell, which is why the cards in its lineage that scale a sweeper by its own cost are the ones that have stayed interesting decades later.















