Myojin of Blooming Dawn
The Myojin cycle traded on a single covenant: cast it from your hand and it arrives holding one divinity counter, fuel for a one-shot spell you can never reload once spent. This later Spirit keeps the shape of that promise but swaps the mechanism, entering with an indestructible counter instead. That one change reworks the whole calculus. The token payout scales off every permanent you control, so the counter is not just protection; it is a resource you decide when to convert into a board. Sit on it and the 4/6 is a durable body that shrugs off sweepers while it waits. Spend the counter, via an activated ability at instant speed, and you cash in the entire battlefield you have accumulated, after which the ability sits dormant, its cost unpayable until you find another counter to feed it. The tension is timing discipline: a wider board means a fatter Spirit army, so the design rewards patience while punishing greed, because a wrath that resolves before you activate does not touch the indestructible Myojin itself, it just clears your other permanents and shrinks the payout. The indestructible counter also behaves differently from the old divinity language: both are counter objects that could be proliferated or removed, but the indestructible counter grants its keyword inherently through the game rules rather than through a linked static ability printed on the card. Everything about the body and the payoff exists to make one decision, made exactly once, worth agonizing over.


