Might Beyond Reason
Two +1/+1 counters at instant speed is a rate green has printed in a dozen shapes; the delirium clause is the second gear that separates this from a plain pump trick. Fill your graveyard with enough variety and the same spell hands out three counters instead, the design pattern this whole cycle runs on: a modest effect while your yard is thin, a meaningfully larger one once it has been fed. Instant speed is what makes the card earn its slot. Counters that stick through combat let you ambush a blocker, shove a trampler through a body, or hold up a bluff that turns into a mid-combat blowout, all without tipping your hand before the window opens. The condition is the tax: it wants creature, instant, sorcery, land, and the rest scattered across the yard, a real ask for a deck that would rather keep its cards live in hand, and it gates the bonus behind the kind of graveyard-building the aggressive shells most interested in a pump spell rarely bother to do. The result is a card that does an honest job for four mana with delirium off and a slightly better one with it on, the upside permanent rather than a one-turn swing. Because the counters stay put, it reads far better in a deck stacking a single large threat than one chaining temporary buffs onto whatever happens to be attacking.
