Bearer of Memory
The design bet here is that the enchantment card type is worth building an entire subtheme around, and the activated ability is written to reward only that commitment: it targets enchantment creatures exclusively, so on a conventional green board it can only pump itself, and in a shrine-and-spirit shell where much of the battlefield carries the type it becomes a genuine outlet. The six-mana cost is the honest tax on that narrowness. This is not a per-turn engine so much as a late-game mana sink, a place to convert a flooded board into a single growing threat once you have nothing better to spend on. The trample rider is what keeps the activation from being purely cosmetic: pouring counters into one body invites gang-blocking, and evasion is the only way vertical growth translates into damage against a defended board. Where the payoff genuinely lands is on a creature you intend to keep on the battlefield, since counters vanish the moment a permanent changes zones; the growth you invest lives and dies with the target, which raises the premium on protecting it rather than trusting recursion to rebuild it. It is a build-around asking for full commitment to one type, and it gives back roughly what such a specific ask tends to: a slow, focused threat for the deck that can actually feed it, and nothing at all for the deck that cannot.
