Witch-Maw Nephilim
Four colors and a 1/1 body that wants to swing for lethal: this is a spell-payoff dressed up as a beater. Every spell you cast adds two +1/+1 counters, so the body grows in pairs rather than singles, and the slope matters more than it looks. Five casts puts you at 11 power, which is precisely where the second ability switches on and the trample clause converts a wall of chump-blockers into one decisive swing. The tension lives in the body itself: emptying your hand also means keeping a 1/1 alive long enough to attack, and a 1/1 is the easiest thing in the world to kill in response to that first counter trigger. That fragility is the price of the ceiling. Where most grow-with-each-spell creatures gain a single counter and reward patient incremental aggression, this one gains two at a time and rewards a single explosive turn, which makes it less a value engine than a finisher you assemble on the spot. The four-color cost is mostly a tax rather than a design feature; the counters do not care what color the spells were, only that you cast them. As one of the original Nephilim, it comes from a small experiment in four-color creatures printed before that creature type had any reason to exist, an artifact of an era testing how many colors a single permanent could demand before the cost outran the payoff.

