Boomer Scrapper
The whole engine runs on Junk, and the two triggers hand off to each other. Entering or attacking pays a life to mint a Junk token, and the growth clause rewards you for spending it: whenever a token you control leaves the battlefield, the body gains a +1/+1 counter. Junk is a self-consuming resource by design. Cracking one exiles the top card of your library to play that turn (sorcery-speed only, so it functions as slow impulse draw rather than a burst), and the same sacrifice that fuels the exile is what stamps on the counter. The token becomes a courier that hands over a card and a counter on its way out the door: make Junk, spend it, grow. Starting as a 1/1 fixes the deal. The life loss pays for the fuel, and the counters convert a small body trading resources into a real clock. The narrow point worth flagging is that the growth trigger reads "a token you control," not "a Junk token," so any token engine in the deck (Treasures, Clues, Blood, whatever else is dying) accelerates the snowball independent of the Junk it manufactures itself. Every line of play leaves it bigger than it entered, provided the tokens keep moving.



