Level Up
Doubling is a runaway math trick, and this Aura wires it directly into the combat step where the growth compounds instead of just accumulating. The enter trigger seeds a single counter, which is the whole point: from one, the attack trigger takes you to two, then four, then eight, then sixteen, so the enchanted creature crosses into lethal territory on its third or fourth swing regardless of how small the body started. The counter-doubling clause is what separates this from a linear pump; each attack is not adding a fixed amount but multiplying whatever is already there, which means anything that stacks a few more counters first (proliferate, a second copy of this effect, any counter synergy in green's toolbox) does not add to the total so much as it moves the whole curve up an exponent. The power-10 draw rider is the reward for surviving the climb: by the time doubling gets a creature that large, the card advantage arrives as gravy on a clock that has already turned decisive. The tension the design manages is fragility. Everything lives on one creature and one Aura, so a single removal spell erases the entire investment, and the payoff sits on the far side of an attack the opponent can see coming. That is the trade the card asks for: put your whole plan on one attacker, and if it connects twice, the game bends around it.
