Firefiend Elemental
Renown was a short-lived keyword built to reward attacking early and unopposed, and this is the textbook expression of how it wants to be costed: a hasty body that can swing immediately and, if the swing connects, grows past the size its mana would otherwise buy. The two halves are deliberately interlocked. Haste exists to make the renown trigger reachable on an empty board, and renown exists to make the haste matter after the first hit. The 3/2 frame is the lever. It dies to almost any blocker, so the keyword pays out only when the opponent has no answer ready, which is exactly the window an aggressive deck is trying to manufacture anyway. Once the counter lands, the 4/3 no longer trades down, a real shift in how blocks math out from that point forward. The upside is bounded by design: renown triggers the first time the creature connects with a player and caps at one counter, so there is no runaway, just a single threshold to clear. But that threshold is patient. A blocked attack does not burn the chance; as long as the creature survives, it stays hungry for the next opening, and a defender who walls it once still has to keep walling it. That cumulative pressure, not a single do-or-die swing, is what made renown feel like a fair aggressive tool: the attacker keeps probing until a hole appears.
