Green ramp usually want to skip past the midgame stuff and go right into dominating the game with top end juice
The deck starts by casting efficiently-costed creatures with strong abilities including Finneas (vigilance, reach, counters, card draw), Valley Questcaller (anthem effect), Burrowguard Mentor (grows with your army size)
After a creature you control dies, her transformation threatens a mini-sweeper that clears small boards, so token and creature-swarm decks cant overextend freely
Thankfully it has rocking cards like Coin of Mastery, Chromatic Lantern, and Ninja Pizza along with a good land base to make meeting mana requirements easy
Was there a way to tap into that flavor and give it some functionality in the early game
It gains indestructible until end of turn, (both if you pay two generic), and three generic plus double white adds Destroy all creatures. So, if we just want to look to Final Showdown as a board wipe, then this card costs three generic and triple white for an instant-speed Wrath of God