A-Moss-Pit Skeleton
The Alchemy prefix on the name marks this as a digital-only rebalance, and the change it carries is a buff, not a nerf: the recursion clause was retooled to return the skeleton to hand rather than to the top of the library, tightening the engine rather than curbing it. The design underneath is the interesting part: a two-drop that turns the act of piling +1/+1 counters onto your board into a recursion trigger. The kicker mode is the honest split. Pay the base cost for a modest body that still carries the graveyard clause; pay the full kicked price and it arrives already swollen with three +1/+1 counters, a bigger threat up front but not the thing that brings it back. The recursion only fires once the skeleton is dead: with it sitting in the graveyard, any +1/+1 counter landing on a creature you control (from proliferate, from another kicker card, from adapt or a counters-matters toolbox growing something else) returns it to your hand at the next end step. That is the load-bearing wrinkle. The counters do not need to touch the skeleton itself, only somewhere on your side of the board, so a dedicated counters shell recurs it as a byproduct of doing what it already wanted to do. It belongs to the lineage of black-green attrition creatures that refuse to stay dead; the +1/+1 counter synergy is the mechanism this one uses instead of unearth or persist, trading a fixed reanimation window for an engine that keeps handing the card back as long as the board keeps growing.
