Myojin of Roaring Blades
The whole Myojin cycle runs on the same tension: an enormous body strapped to a one-shot nuke you can only fire once. The indestructible counter is both the fuse and the paywall. Pay full retail by hardcasting it and it stores exactly one charge, redeemable for seven damage to each of up to three targets: three creatures dead at once, or a two-permanent removal package plus seven to a player's face. Cheat it into play off a reanimation spell or a graveyard trick and it arrives with no counter at all, a 7/4 that hits hard but has forgotten why it came. That clause quietly reverses the usual reanimator incentive, which is what makes this Myojin peculiar among big red creatures: the payoff is contingent on paying the cost, not on skipping it. There is a second wrinkle worth naming. Because the "enters with" clause places a physical indestructible counter rather than granting a fixed charge, anything that copies or moves counters, or hands one back after it has been spent, can reload the ability, turning a strictly-once damage source into something the rest of a deck can rebuild. And that counter is doing double duty: until it is removed to deal damage, it makes the body indestructible, so the 7/4 that would otherwise fold to damage-based or destroy-based removal instead sits protected until you choose to cash it in. Firing the nuke is also what strips the armor, which is the real cost baked into the card: you cannot both keep the body safe and pull the trigger. Left alone it is a slow, top-heavy finisher whose damage is real but singular; built around, the counter becomes the resource the whole engine is arguing about.


