Cuboid Colony
Growth that scales with what your spells cost, not how many turns pass. Increment inverts the usual counter-creature bargain: instead of you paying extra mana to buff it, it fattens itself every time a spell you cast outspends whichever of its power or toughness is smaller. That framing matters at the low end. A fresh 1/1 leaps forward the instant you cast anything for two or more, since two beats one, so it climbs fast early and then decelerates as its own numbers rise to meet your average spell. The mechanic carries its own brake: the bigger it gets, the more expensive the spell you need to keep the trigger live, so the growth curve naturally flattens rather than snowballing forever. Flash is what makes this interactive rather than passive. Drop it at the end of an opponent's turn, then unload across your following turn to stack counters in real time before it ever attacks, or hold it up as an ambush blocker that grows mid-combat. Flying and trample on the same body mean none of those counters are stranded: every point of size is a point that connects. Crucially, this is not a creature for a cheap, hand-dumping aggro shell, where small spells stop feeding it almost immediately. It wants a deck whose spells run genuinely expensive, the kind of top-heavy midrange or ramp build where each big cast keeps outspending its ever-larger stats.
