Rubblehulk
Bloodrush was built to answer a specific hand-clog problem: a fat midrange creature that sits dead in your grip when you need combat interaction rather than another body. Most cards on that framing hand you a fixed pump when you throw them, a bonus that shrinks in relevance as the game develops. This one refuses to shrink. Both faces scale off your land count, the resource you are already accumulating one drop at a time. Cast it and it enters as a six-mana Elemental whose power and toughness each equal the lands you control, a beater that swells with every fixing land you resolve. Discard it instead and it pumps a target attacker by that same land total at instant speed, ambushing a blocker or forcing lethal through without ever exposing a body to sorcery-speed removal or summoning sickness. You cash in exactly one mode: commit to the board, or throw it from hand for a surprise the size of your battlefield. The lands you have laid down decide which version ends the game, and they never stop feeding it, so neither half rots the way a vanilla trick or a top-heavy finisher does when it arrives late.





