Forgehammer Centurion
The counter here is fed by attrition, which makes this a payoff for a deck that was already going to lose creatures and artifacts rather than a card that asks you to change how you play. Every dead token, every cracked Treasure, every chump block adds to the pile, and the counters bank cleanly until the turn you want them. Spend two on the attack and you deny an opposing blocker: not evasion for the Centurion itself, but a way to pull a specific creature out of the defense so a lane opens for the whole team. The distinction is worth being precise about, because the creature you name is held out of combat, not removed; it survives and is fully available to swing back on the crackback. What you have bought is a repeatable "your best blocker sits this one out," refueling itself as the game grinds. That places the design at the seam between aristocrats and go-wide aggression: the more your board is built to trade and be sacrificed, the faster it stockpiles ammunition, and the per-attack cost of two counters keeps it from cashing out into a single alpha-strike. It rewards a battlefield in motion rather than a static one, which is why it reads as a low-rarity engine piece rather than a bomb: the ceiling scales with how much of your own stuff is willing to die.
