Strength of Cedars
The pump scales with lands, which means the spell is at its weakest exactly when you most want a combat trick (early, behind on tempo) and at its most absurd in the late game when you already have the board to back it up. That backloaded curve is the whole design: at instant speed it doubles as a finisher, turning a single unblocked attacker into a lethal threat once you've hit six, seven, eight lands. Its Arcane subtype carries the rest of the bargain, slotting it into splice and spellcraft shells that wanted Arcane spells to chain. On its own, five mana for a one-shot, one-target effect is a steep price for green to pay, and the card lives or dies on whether your land count has outrun the rest of the table. This is a payoff a ramp deck builds toward rather than a tempo deck reaches for: the more time the game gives you, the more it rewards the patience, which is both its appeal and its ceiling. Green has printed cheaper, more flexible pumps before and since; this one trades flexibility for a top end that no fixed bonus can match.
