Feast on the Fallen
The trigger reads like an aggro reward, but the engine is colder than that. The condition isn't combat damage or attacking: it's whether an opponent lost life last turn, by any means at all, which folds drain effects, painlands, fetchland cracks, and shocklands into the engine alongside swinging in. Once that box is checked on a given turn, the counter lands automatically at the next upkeep, on a target you pick, with no further investment. That makes it a slow, hands-off way to grow a single threat in a color that historically had to pay full price for repeatable buffs. The cost of the design is its patience: nothing happens the turn it resolves, the counter waits until upkeep, and it offers no protection to the creature it's been feeding, so all that accumulated bulk lives and dies with one fragile body. It rewards a board that bleeds the opponent every turn anyway and asks little of a deck already built to do that. The honest read is that it's a build-around with a low ceiling: a one-counter-per-turn drip is rarely fast enough to matter when faster, more flexible ways to convert a life-loss trigger into pressure exist. What it represents is a clean encapsulation of black's bargain with attrition, a passive enchantment that turns the chip damage the deck was already dealing into a creature that grows while you do something else.

