Wildheart Invoker
Eight mana for +5/+5 and trample is a deliberately backloaded payoff, and that number is the entire point. This belongs to a cycle of Invokers, each a race-and-class body with a fixed, expensive activated ability priced to come online only in the late game when a four-mana 4/3 has long since stopped mattering on its own. The design logic is mana-sink-as-insurance: in the early turns you cast a serviceable green beater, and once the board has stalled and you are flooding, the activation converts surplus lands into a lethal trample swing without asking for any other card in your hand. The trample clause is what makes the cost worth paying; pumping a creature into a wall does nothing, but pushing through with excess damage closes a game that a vanilla pump would only prolong. It is a self-contained kill condition stapled to a midrange creature, which is why these cards were built without rares-tier ceilings: the activation is repeatable but slow, the body is honest, and the whole package never threatens to dominate a board it cannot first survive on. A clean, unglamorous answer to the question of what a green creature should do with the mana it draws after turn six.






