Tower Above
Most pump spells finish; this one removes. The trick is the forced-block clause stapled to wither: tell a defender of your choice to block, then deal that creature its combat damage as permanent -1/-1 counters. A blocker that would survive an ordinary +4/+4 trick instead loses four toughness for keeps, and trample shoves whatever it cannot soak straight at the player. So one combat step does two jobs at once, clearing the body you point at while still connecting upstairs. The cost line is the clever part: paying with hybrid green-or-generic symbols lets a flooded board cast it cheaply when the green is there, or buy in with any spare mana when it is not, but the printed mana value of six holds firm against anything that keys off that number. The honest catch is the sorcery speed. You spend during your own main phase, before attackers are even declared, which broadcasts the play and locks in your target before the defender has to make a single decision. Read clause by clause, none of it is loud: a size bump, a keyword, a compulsion. Assembled, they march one creature into a kill it cannot decline while the surplus damage walks past it.

