Punishing Punch
Green fight spells have long paid for their power by asking two things to happen at once: you need a creature to swing and a creature to swing at, and both have to survive the setup. This one loosens the second half of that bargain by measuring the damage against twice your creature's power, so a modest body lands a blow like something twice its size and answers threats it could never trade with in a straight fight. Nothing on your creature actually grows: the spell just calculates the hit at double, then deals it, so the striker stays exactly the size it was while punching well above it. The cost reduction sharpens the design toward a specific kind of deck: fill your graveyard with fallen creatures and the spell drops to a single green, which turns a fair midrange trick into something a sacrifice-heavy or attrition build can cast almost for free once the game has churned. That condition rewards decks that have already been trading bodies away, the opposite of the pristine board a normal fight spell wants; here, the wreckage in your yard is the enabler. It stays one-sided in a way plain fight effects are not (your creature deals damage to theirs, not the reverse), which sidesteps the usual green risk of losing your own attacker to a bigger blocker. The instant timing matters most in combat: fire it after blocks or in response to a removal spell to squeeze a blowout out of a creature the opponent already thought was contained.
