Green is the color of ramp, and you could easily cast this on turn six and then break the game
Ancestral Tribute Angelfire Ignition Antiquities on the Loose Auron's Inspiration Battle Screech Can't Stay Away Daydream Dig Site Inventory Divine Reckoning Embolden Faithful Mending Feeling of Dread From Father to Son Gaze of Justice Group Project Hallowed Respite Homestead Courage Increasing Devotion Join the Dance Katilda and Lier Lingering Souls Marshaling Cry Molten Note Momentary Blink Practiced Offense Prismatic Strands Purify the Grave Pursue the Past Rally the Peasants Ray of Distortion Ray of Revelation Rite of Harmony Rite of Oblivion Rite of the Moth Sacred Fire Sevinne's Reclamation Spirit Flare Visions of Glory
"Tug-of-War" is great at sending out pinging little damage across the board to your opponents, which will fuel your strategy - and it doesn't hurt that, in a pinch, it can wipe out a lot of evasive enemy characters
Koth Koth, a vulshok Planeswalker from Mirrodin, uses geomancy to split stone and shape metal in his fight for Mirran peace
Play lands, then play creatures, and then keep attacking
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