Hulk, Strongest There Is
The math here is the whole appeal, and it is exponential rather than additive. Most counter-doublers run once and settle: a single counter becomes two, four becomes eight, and the payload sits where it lands. This one fires every upkeep, and it fires on each Gamma creature you control, so the growth compounds turn over turn instead of paying out a lump sum. Because it enters with a counter and shares the Gamma type, it is its own first payload: the printed 3/3 arrives as a 4/4 with one counter, then doubles to two counters for a 5/5, four for a 7/7, eight for an 11/11, the sequence outrunning any combat math an opponent can plan around within a couple of turns, all on an empty board. Trample is the delivery mechanism, letting the accumulated bulk push overflow past a chump-block that can no longer absorb it. The Gamma clause is what lifts the card from solitaire beater into build-around: its ceiling is not just how large it grows itself but how many other Gamma bodies you field and how many counters they carry, since the trigger treats each of them as part of the same compounding engine. Field a board of gamma-irradiated creatures with counters already stacked, and the upkeep trigger stops being a personal growth spurt and becomes a table-wide multiplier. The counters already down matter far more than the one it starts with.
