Season of Gathering
The five points of power are the whole engine here, and the choice they force is the interesting part: a single sorcery asked to be a finisher, a board wipe, and a refill, but never all three at full value. Spend everything on the first mode and you get five counters spread as you like, each dressed in vigilance and trample, turning a wide board into a lethal swing. Spend on the second and you get up to two rounds of narrow-but-total destruction, choosing artifact or enchantment each time. Spend three points on the third and you draw a card for every point of your biggest creature's power, a payoff that scales with the same counters the first mode hands out. The design leans on the repeatable-mode structure to let a green ramp deck buy exactly the mix its board state wants, and the ceiling lives in the arithmetic: five points buys the draw once with two points left over for a pair of counters or a full artifact-or-enchantment wipe, but it will not stretch across all three at once. That constraint is what keeps the card from doing everything. It rewards a board already committed to one plan rather than one hedging across three: a late-game sorcery that asks you to have already won the board, then converts that lead into whichever shape closes fastest.



