Soul's Might
The doubling math is the whole point: a creature with power N walks away with 2N power, because the counters scale off its power as the spell resolves. On a 1/1 it's a wasteful five mana for a 2/2; on a fattie it folds in half again, and on anything already pumped or carrying doubled counters the curve gets ugly fast. That self-referential scaling makes it a creature-finisher wearing a combat trick's clothes, which is also what limits it: five mana at sorcery speed means committing on your own turn, with no creature out it does literally nothing, and a single removal spell in response strands the entire investment on an empty board. Green has a long line of these all-in pump payoffs, where the spell is dead alone and lethal on the right body, and Soul's Might sits at the plain end of it: no trample, no haste, no protection, just raw stat inflation that leans on evasion and durability supplied from elsewhere in the list. The reward for clearing those conditions is real, since power that doubles is the kind of number that closes a game in one swing, but the price is paid in tempo and in the open window between casting and combat, where the opponent gets the last word.


