Overprotect
Green protection spells have historically forced a choice: evasion, or a stat boost, or one flavor of survivability, but stacking all of it into a single two-mana instant would have priced out of green's traditional lane. This one refuses to choose. It answers targeted removal (hexproof), board wipes and combat blowouts (indestructible), and the possibility of a chump block (trample) in the same breath, then closes the gap with a +3/+3 pump that turns a defensive save into a lethal swing. The strategic axis is the point: most protection is reactive, spent to break even after your opponent commits, but the trample and the added size mean casting it in your own combat step is a threat, not just an answer. It collapses the usual tension between "protect my creature" and "kill you," and it does both at instant speed, so the window to punish it is vanishingly small. The natural home is any deck built around a single must-answer body: enchant it, equip it, hand it counters, then dare the opponent to interact and watch every clean answer bounce off. The single-target restriction is the balancing weight that also makes it deadly: it touches one creature you control and does nothing for a wide board, so it rewards concentration of resources rather than a resilient, spread-out position. Overcommit into the trap and it is a two-for-one against you; build around it and it is the closest green gets to an unconditional "you cannot stop this."
