Lost Auramancers
The death trigger is gated behind the one event the creature is built to guarantee: vanishing strips a counter each upkeep, forces the sacrifice when the last one comes off, and that sacrifice is precisely the death the "if it had no time counters on it" clause is waiting for. The card is its own clock and its own payoff in one body, a 3/3 that endures three of your upkeeps and then converts into any enchantment in your deck, dropped straight onto the battlefield with the casting cost skipped entirely. That makes it a cheat for enchantments the way creature-reanimation skips a body's mana cost: the value is not the search, it is the free entry. The three-turn delay is the price, and it is a strict one. The trigger demands the counters be gone before the creature dies, so killing it early does nothing but waste the body and lose the tutor outright. The only way to break the contract in your favor is to clear those counters faster, proliferate notwithstanding; collapse the timer and you collapse the wait, but the death itself still has to wait until the counters are truly at zero. The reward scales with what your enchantment pool is worth, from a fragile stall-piece at the low end to a game-ending engine at the high end, with the body asking nothing more than that you let the clock run its full course.

