Demon Wall
Defender is a keyword that means "this thing does not attack," and the whole card is built to argue with that fact. The body arrives with the wall's usual bargain: a 3/3 for two that plants itself on defense, cheap for the stats precisely because it cannot come off the block. What makes it move is the counter clause, which reads defender out of existence the moment any counter sits on the creature, and the activation that stacks two +1/+1 counters at once. That single activation does double duty: it grows the body and it flips the switch, converting a wall into an attacker in the same motion. Menace is the payoff for that pivot, turning a formerly stationary blocker into something that demands two bodies to stop once it is finally allowed through. The design tension is entirely about the cost of turning defense into offense: the wall is a bargain while it stands still, and every point of attacking power you buy is priced into that six-mana activation. What sets it apart from earlier walls-that-swing is that the permission is self-contained, gated behind the creature's own mana sink rather than an outside enabler like a global "defenders can attack" effect. The result is a patient card: hold the fort early, then spend late to convert stored mana into a threat that is hard to gang-block down.
