Constable of the Realm
Look at what the exile keys off: not renown, but any placement of +1/+1 counters on the body. Renown 2 is just the built-in way to arm it the first time, landing a hit to add two counters and firing one exile that pins a nonland permanent until this leaves. The generalized trigger is where the design opens up. Every outside counter source becomes a fresh removal event: proliferate, a counter-doubler, an outlaw pump, another creature dumping counters here, each one re-arms the exile and buries a second or third permanent. That reframes a plain 3/3 as a modular disruption engine whose ceiling is set by how many counters a deck can generate, not by its own combat math. The balancing wrinkle is the exile duration, which returns everything the instant this dies. So a board assembled one permanent at a time collapses on a single removal spell, which flips the usual math: killing this is not a trade you punish, it is how the opponent claws their permanents back, making their removal genuinely precious and pressuring you to stack several exiles under it before they draw an answer. Renown dresses it up as an attacker, but the more dangerous line never swings twice, feeding counters from elsewhere to peel a board apart a permanent at a time.

