Thing Swing
Fight spells make two creatures trade blows; this one takes the punch off entirely, letting your creature deal damage to an opponent's creature while sitting perfectly safe. The multiplier is the whole design axis: damage equal to twice your creature's power means a five-power creature bites for ten, and the effect scales with every counter, anthem, or oversized body you can point it at. That structure rewards exactly the kind of board green is best at building: creatures with power far outrunning their toughness, the sort that would lose an honest fight but win a lopsided one when the retaliation is removed from the equation. Green has always had a hole here, no clean answer to a single problem creature, and this routes around it through the power stat green is already good at inflating, then delivers the whole thing at instant speed, which fight-style removal in this color rarely gets. It can wait for an attacker to be declared, wait for a blocker to commit, or answer a threat on the opponent's turn when green normally has to pass and hope. The Hero cost reduction is what sets the price: bring a themed creature and you are paying two mana for scaling removal, skip it and you pay full freight for a green instant that green does not usually own. The constraint is the one every bite effect carries: no creature of your own means no spell, and the bigger yours is, the harder it lands.
