Arbor Armament
A combat trick that pays off twice, but on different turns. The reach grant solves an immediate problem (an attacker in the air you have no way to block) and the +1/+1 counter outlasts the turn it was cast, so the card never reads as pure tempo the way a one-shot pump spell does. That split is the whole design logic: spend one green at instant speed to ambush a flier, and even if the flier never connects, you have permanently grown a creature. Green has a long tradition of stapling a counter to an instant to keep the card from being a dead draw when there is nothing to block (Reach grants in particular tend to be narrow, useful exactly once, and then cardboard). Putting the boost on a counter rather than a temporary effect is the move that keeps it relevant in the games where the opponent has no evasion at all: you cast it as a permanent buff and a surprise combat blowout, two roles in one card slot. The cost of that flexibility is that neither half is large. One counter is a modest body increase, and reach until end of turn only matters against flying, so the card asks for a board state where one of its two functions is live. It is a clean, honest piece of green common-tier interaction: cheap, permanent where it counts, situational where it does not.



