Herd Baloth
The trigger reads on any influx of counters, not a fixed threshold, which is the whole engine: proliferate once and you make a token; drop a stack of five counters in a single instant and you still make exactly one, because the ability cares about the event of counters arriving rather than how many. That framing makes this a payoff for the go-wide counters shell rather than the go-tall one. A single counter and a fresh 4/4 off the same event is a two-body swing, and every subsequent proliferate turn compounds it: the original grows while another Beast walks in behind it. The token is a plain vanilla 4/4, no counters and no trigger of its own, so the engine lives entirely on the original body; keep it alive and keep feeding it counters and you keep stamping out four-power bodies, one per counter event. Earlier Baloth designs traded in raw beef, growing bigger the more you invested; this one converts each counter event into a whole new body instead, which asks a specific question of the deckbuilder: how many independent ways can you put counters on one creature across a game, at instant speed if possible, to squeeze the most tokens out of a single threat.

