Innkeeper's Talent
Counter-doubling has historically been an upfront tax: an expensive mythic in the Doubling Season mold, or a body you had to keep alive long enough for the effect to matter. This Class folds the same ceiling into the cheapest slot a green deck runs, then gates it behind incremental, sorcery-speed investment rather than a single lump payment. Level one already earns its keep, dropping a +1/+1 counter on a creature at the start of your combat step, so the card is never a dead draw while you save toward the top. Level two changes the calculus on the board: ward on every permanent carrying counters taxes each removal spell or targeted effect your opponent wants to point at your growing board, and it defends the beneficiaries rather than the enchantment itself. Level three is the doubler, and its reach is wider than the first two levels advertise: "permanent or player" means poison, oil, experience, any counter your deck already puts on a player lands twice as hard, not just the +1/+1s the leveling path suggests. The leveling structure is what balances it. You cannot skip to the top; each level is a separate sorcery-speed activation, so the ceiling costs
then
on top of the initial two mana before it does anything, even if you can pay all of it in one main phase. It is the counters-matter payoff rebuilt as a curve you climb rather than a bomb you untap with.



