Aquastrand Spider
Graft works by letting the counters travel: the creature enters carrying its two +1/+1 counters as a battery, then bleeds them onto whatever lands afterward, so a printed 0/0 is really a wager that you will keep deploying bodies to feed. What sets this one apart from the rest of the graft cohort is the second ability, which turns the counters you have been distributing into reach grants. Pay one green and any counter-bearing creature on your side (including a grafted recipient several turns removed from the spider) can suddenly block fliers. That reframes graft from a pure stat-spreading mechanic into a repeatable anti-flier package: the counters you handed out double as eligibility tokens for reach, so a board of grounded grafted creatures can punch up at evasive threats at instant speed. It is a tidy bit of design economy, folding the cost-of-power tracking graft already demands into a relevant combat use rather than asking you to build a separate reason to want counters scattered around. There is a real cost to the trick, though, and it lives in that 0/0 body: every counter the spider grafts away thins its own toughness, and if it sheds both it dies on the spot, taking the reach engine with it. The repeatable late-game pivot is genuine, but it survives only as long as the spider keeps a counter for itself.


