Might of the Nephilim
The pump scales with the target's colors, which is the whole bet: cast on a mono-green creature it's a flat +2/+2, a fine but unremarkable rate, while a gold creature swings for +4/+4 and a three-color body for +6/+6. That conditional ceiling is what defines the card. It was built for a multicolor-matters environment, where the deck is already straining its mana toward two, three, even four colors, and a trick that punishes you for staying monochrome reads as a reward for the gold creatures you were playing anyway. The friction is real: the spell is at its most embarrassing exactly when your hand is light on colors and you most need a generic combat trick. It demands you commit to the gold-creature plan before you can cash the upside, which makes it a payoff card masquerading as a pump spell. Outside a board built on multicolor permanents, you are paying two mana for a worse Giant Growth, and the design knows it; the gap between the floor and the ceiling is the entire reason to print it this way rather than stapling a fixed number to the cost.
