Tifa Lockhart
The doubling is the entire combat math, and it compounds. A 1/2 body reads as harmless right up until a land drop turns it into a 2/2, a fetchland crack turns that into a 4/2, and a second land the same turn makes it an 8/2 with trample. Each land entering is a separate trigger, so the growth is multiplicative rather than additive: the ceiling is set by how many lands you can slam onto the battlefield in one turn, not by any counter you accrue. That reframes what "ramp" is for. Green usually spends extra lands on bigger threats down the line; here the lands themselves are the payoff, and the power spike happens in the window they enter, then evaporates at end of turn. Trample is the load-bearing keyword that keeps the doubling honest as a clock: a swollen 16/2 that gets chump-blocked would be a wasted turn, but trample forces the overkill through, so a single unblocked-enough attack can end a game out of nowhere. The two toughness is the leash. This never gets safer to attack into no matter how large the power climbs, and any point of removal or a well-timed block cashes it in before the swing connects. The tension is deliberate: a threat that scales with your land count, punishes durdling on your own side, and asks you to sequence your lands around a single explosive attack step rather than dribble them out one per turn.






