Kinetic Ooze
X here does triple duty, and that layered gating is what the design is built around. The same value that determines the body's size (X counters on a 0/0 frame) also sets the ceiling on what the entrance can destroy, then gates two escalating riders behind it. Pay a modest X and you get a right-sized creature plus targeted artifact or enchantment removal on a body, the kind of answer green has always carried on creatures like Reclamation Sage and Acidic Slime, here stapled to a scaling threat rather than a fixed one. Push X to five and the destruction comes with a drawn card. Push it to ten and the counter-doubling clause turns the whole thing into a payoff for a +1/+1 counters shell, exporting all that stored mana onto your other threats in a single trigger. The elegance is that none of those tiers is dead weight at lower investment: the removal fires regardless, the body scales linearly, and the expensive riders simply switch on when the mana is there to justify them. It reads like a mana sink built to be correct at every point along its own curve, from a small disruptive threat to a game-ending investment. The tradeoff is that everything happens once, on arrival, so the payoff is front-loaded rather than recurring; you are buying a single large turn, not an engine, and the doubling reward asks you to already have a board worth doubling before the Ooze ever hits the table.

