Kronch Wrangler
The trigger reads like a payoff bolted onto an aggressive body, and the gap between the two is the whole design problem. A 2/1 with trample for two wants to attack immediately; the counter engine wants you casting power-4 creatures, a curve that peaks several turns later. Green rarely resolves that tension cleanly, because the deck that plays a two-drop beater early is not usually the deck flooding the board with fatties on turn four. The saving detail is that the trigger keys off power on entry rather than mana value: a token that arrives at 4 power or more counts just as well as an expensive fatty, so the Wrangler can snowball off go-wide shells that generate large tokens, not only off literal big drops. The wording is strict on one point: the creature has to be at power 4 or greater at the moment it enters. That is a lower bar than it looks, because a static anthem applies its boost as part of the creature entering, so a 3-power body arriving under an anthem does qualify; what fails to trigger is a creature that only crosses the threshold later, from a counter or a pump spell resolving after it is already on the battlefield. Each qualifying enter adds a counter with no cap, and trample converts those counters into unblocked damage rather than letting a chump soak them. The result is a threat that punishes being left unanswered early, then punishes it again as the board fills out around it.

