Medicine Runner
Counters cut both ways, and this is a 2/1 built to play the demolition side. The enters trigger pulls a counter off any permanent, which reads narrow until you sort what counters actually do: a loyalty counter shaved off an opposing planeswalker to keep an ultimate out of reach, a quest or charge counter knocked back on an artifact mid-buildup, an age counter stripped from a cumulative-upkeep permanent to slow its self-inflicted decay, or, on your own side, a -1/-1 counter peeled off a creature that has been shrunk to restore its stats. The hybrid pip means either a green or a white deck can field it for two mana, which matters because the counter-matters axis has always run strongest through exactly those two colors. What keeps this from being an engine is that the interaction is optional and one-shot: a single counter removed the turn it lands, no recursion, no loop. That modesty is the design's whole logic. It comes from an era when counter-themed sets gave the effect real density to chew on, and it remains the kind of body that does nothing against a clean board and quietly tilts one where a single counter is load-bearing. A small creature that answers a class of problem most decks have no clean way to touch, sold at the price of a two-mana tempo investment rather than a card-advantage one.
