Ferocity
The reward here is structured around combat math that compounds slowly. The creature only grows when it actually meets another creature in combat, and the counter sits there permanently, so a single threat that survives the first exchange comes back larger for the next one. That is the design tension: the Aura asks the enchanted creature to keep showing up in combat, which is exactly where it is most vulnerable, and pays it for surviving rather than for winning. Unlike a static buff, the bonus is contingent on the opponent engaging, which means a defensive opponent can starve the engine simply by refusing to block or attack into it. Note the inversion of the usual green logic: evasion is actively counterproductive here, because an unblocked attacker never triggers the counter at all. The Aura wants a ground-pounder that the opponent feels compelled to interact with, not one that slips past untouched. The permanence of the counters is the safety valve on an otherwise unbounded effect; the growth is real, but it leaves the value behind on the creature rather than the Aura, so removal still robs you of the whole investment. A patient, grindy take on the green tradition of making one creature progressively unkillable, built for a slower combat-step war of attrition rather than an explosive single-turn payoff.
