Mighty Emergence
The threshold of five power is the whole bet here, and it tells you exactly what kind of deck this enchantment was built to sit inside. Most creatures that naturally reach that line are already top-of-curve threats, so the counters are not closing a gap, they are widening an existing lead: a 5/5 arrives as a 7/7, a ramp payoff jumps clean out of common burn range, and anything with a power-matters keyword gets the boost stapled to its entry. That makes it a fundamentally redundant reward, which is also why it has never strayed far from green stompy. The trigger keys off any qualifying creature entering, not just casting, so it quietly rewards reanimation, flicker, and token-doubling effects that put big bodies onto the battlefield through a side door. What grounds it is the floor it demands: it does nothing until you can reliably field power-five creatures, and a board of small ramp dorks leaves it inert. That is the trade green design tends to make with this kind of payoff enchantment, asking you to commit to the heavyweight plan before it pays anything back. Read it less as a standalone card and more as a deckbuilding constraint that happens to print counters: build around the five-power line, and it doubles down on every threat you were already planning to resolve.
