A-Dueling Coach
Feed a board its first counters and this becomes a rising tide the rest of the game. The tap ability scales in a way most counter-payoffs do not: it does not care about power or count, only presence. Any creature already carrying a +1/+1 counter gets another, every turn, for a single white mana and a tap. That inverts the usual snowball math. Most anthem-style growth pumps a whole team by a flat amount; this rewards a board that has already committed to counters, then compounds it, so a wide but shallow field of one-drops each holding a lone counter grows as fast as a single fattened threat. The enters trigger seeds that condition cheaply, dropping two counters wherever you need them so the engine has fuel from the moment the coach lands. Because it is a tap ability rather than a sorcery, you can hold it up and pump in response to a removal spell or during an opponent's combat, buying a blocker out of a trade at the last instant. The check is the body: a 2/2 that the opponent can trade into to stall the loop before it snowballs, plus the tap itself, which limits you to one activation per turn cycle. It sits in the lineage of counter-matters payoffs that turn a keyword theme into an ongoing mana sink, closer in spirit to a repeatable Cathars' Crusade than to a one-shot pump: a cheap tap-ability that turns any counter you already have into growth across your whole board.
