Armasaur Guide
The trigger is the tell: this is a go-wide payoff keyed to the "attack with three or more creatures" clause that a whole family of white and Selesnya aggro designs lean on. Timing and target are where it earns its keep over a static anthem. The counter lands during the declare-attackers step, so it can pump an already-committed attacker before blocks are chosen, warping a combat math the defender thought they had solved. And because the counter can go on any creature you control, not just an attacker, once you clear the threshold you bank it wherever it does the most work, the Guide included. Vigilance on the 4/4 body is the piece that makes the engine self-sustaining: the Guide can swing as one of the three attackers without tapping, keeping it back as a blocker and, more to the point, feeding its own trigger turn after turn rather than sitting out to hold the fort. The reward is permanence. Where a combat trick expires at end of turn, a +1/+1 counter stays, so a token swarm converts each swing into lasting board presence and the counters compound the longer a wide game runs. It is a midrange-rate reward for a strategy that has often needed one: it does the accumulating work an anthem does, but banks the value into counters that persist through the noise of the turn cycle rather than vanishing when the enabler leaves.
