Helium Squirter
Graft turns a creature into a counter battery, and most of the cycle just dumps its payload onto fresh bodies. This one builds a reason to point those counters somewhere specific. The 0/0 body exists only as a vessel: it enters as a stack of three +1/+1 counters and a single repeatable activation, and once the counters have all migrated onto other creatures it loses the toughness keeping it alive and dies to a state-based check. That fragility is the point. The activated ability does not care which creature it targets, only that something on the board is carrying a counter, which is precisely the kind of target graft has been manufacturing all along. Move a counter onto an incoming creature, then hand that creature flying for the turn; the two halves feed each other. The cleverness is that a graft creature is the ideal partner for a cheap evasion-granter, because every counter it sheds creates exactly the marked body the activation can latch onto, on a board that is otherwise wide and grounded. At a single mana per shot, repeatable flying converts a horizontal position into reach without committing to one attacker. The card is best read not as a creature but as a one-time counter deposit bundled with a flying enabler, and the deck that already wants +1/+1 counters folds both jobs into the same slot.



