Luxknight Breacher
The payoff is entirely front-loaded: the counters land on entry and never grow again, which makes this a snapshot of your board rather than an engine. Cast it into an empty battlefield and you have a four-mana 2/2, a rate that would embarrass a common. Cast it after you have committed a few creatures and an artifact or two, and it arrives as a genuine threat that stacks its size onto a board already wide enough to end the game. That tension is the whole design: the card is a reward for tempo you have already spent, not a reason to spend it. It counts both creatures and artifacts, which quietly pulls it toward decks that flood the board with cheap permanents (tokens, equipment, mana rocks) rather than pure creature aggro, since any noncreature artifact you already run pads the count for free. What it does not do is protect the investment. Everything the card is worth sits on one 2/2 body, so a single removal spell erases the whole accounting, and unlike a token-maker or an anthem the value does not persist once the creature is gone. The design lives or dies on how quickly you can build a board worth measuring, and on whether you can force it to connect before the opponent points removal at the pile of counters you spent your early turns assembling.
