Champion of Dusan
A 4/2 with trample for three mana is a body that trades before it profits: fine on the swing, disposable in most trades, gone by turn six in any grindy game. Renew refuses to let that be the end of the story. Once this dies, the graveyard becomes a one-time payoff that grafts a +1/+1 counter and a trample counter onto whatever you have left, turning a spent aggressive drop into a permanent upgrade for a later threat. The design logic is aggression that converts cleanly into inevitability: you cash the fragile front-loaded body for damage early, then spend the corpse to make a survivor bigger and harder to chump-block. Because the ability activates only as a sorcery, there is no combat-trick ambush; the counters go on during your own main phase, as a considered investment rather than a reactive one. Timing that clause to sorcery speed is what stops the two-for-one from becoming an ambush blocker, since a card that grew a wall in response to an attack would be far harder to swing into. The trample counter is the quieter half of the payoff: the growth does not just pad stats but preserves the reach that made the original body relevant, letting a small creature keep pushing damage through a blocker. It is graveyard value built for decks that want their early beaters to keep paying rent after they are dead.
