Feral Ghoul
Aristocrats decks have always wanted their fodder to matter twice: once when it dies for value, once when it feeds a payoff. Here the payoff and the fodder share a slot. Every other creature that dies under your control feeds a +1/+1 counter, and the whole plan resolves the moment this one finally dies itself, when each opponent gets rad counters equal to its power. Menace does quiet work on a body you have been stacking counters onto, forcing two blockers before an opponent can trade, and that tax scales with every death you have banked. The death trigger is the sharper design idea: a creature that grows off deaths is a creature opponents want dead, so the reward punishes exactly the interaction the card invites. Block it, remove it, or edict it away, and the rad counters land equal to its power, the base 2 plus every teammate it has already outlived. That is a genuine dilemma for the removal-holder, who has to weigh killing a growing threat now against absorbing a persistent life-drain later. Rad counters bleed off incrementally rather than as one burst, so the punishment is a lingering commitment instead of a spike, which suits a card built to reward patience across a long, attritional game. The Ghoul is not the outlet in the sacrifice loop; it is the tenant that gets bigger every time the loop turns, and the tenant you least want to evict.



