The Ruinous Wrecking Crew
The generosity of the design is that X pays once and buys twice: it stacks that many +1/+1 counters onto the body and, through a single enters trigger, lets you choose up to that many effects off the four-option menu, no division required. Sink five into it and you get a genuinely large creature and a stack of resolved modes on the same cast, which sounds like a runaway until you notice what the money is actually buying. The body still enters with no evasion and folds to any removal that ignores toughness, and the menu itself is small-ball disruption rather than raw power: a rummage, two life off an opponent's total (no lifegain attached), token destruction, and a symmetric edict that makes every player sacrifice. None of these swings a game alone; the pitch is loading several modest effects onto one flexible threat at sorcery speed. The edict mode hits you too, so it never functions as clean one-sided removal, and the token-destruction line does nothing against decks that make no tokens. That is the tension worth sitting with: a rate that scales linearly with mana in a game that usually rewards nonlinear payoffs. The counters keep it from ever being a total blank when the modes are situational, but the ceiling always comes back to the same arithmetic question of whether a pile of minor effects, plus a plain-shaped body, repays the mountain of mana it took to assemble them.

