Legolas, Counter of Kills
Two engines pointed at different game states, both keyed to something you were already doing. The scry clause turns the archer into a repeatable near-vigilance body: send it into combat or offer it to any tap cost (crewing a Vehicle, powering a convoke, feeding a tap-to-activate ability), then untap it the next time a scry resolves. Because the untap keys off scry rather than your own step, an instant-speed scry on an opponent's turn can free it up defensively, so the reset window isn't confined to your combat. That makes it most valuable in a shell dense with cheap scry, where the untap becomes reliable rather than incidental. The counter clause runs on the opposing board's attrition: every opponent's creature that dies grows the archer, so it climbs fastest against a wide board being ground down, whether by your removal or by combat you're winning. The tension is that these rewards prefer different textures of deck. The scry engine wants a smoothing-heavy value build; the counter engine wants opposing bodies to keep falling, which points at removal-forward attrition rather than a sacrifice shell feeding its own creatures to an outlet (those deaths don't count, since the trigger reads only opponents' creatures). The "only once each turn" clamp is what keeps the untap loop honest: a deck that scries three or four times would otherwise get a free reset every time, so the reward is capped at one availability window per turn.



