Oran-Rief Ooze
The attack trigger is the payload, and it rewards a specific kind of board rather than a big one: only attacking creatures that already carry a +1/+1 counter get another. The enter trigger seeds exactly one of those, which means the ooze is deliberately dependent on other counter sources to reach critical mass. On its own it grows one creature per attack; wired into a board where several attackers already carry counters, each combat step compounds the whole formation in a single swing. That gating is the design's discipline. A blanket "pump all attackers" would make this a mono-green anthem on a modest body; restricting the trigger to creatures that already qualify turns it into an engine that pays out proportional to the counter infrastructure you've built, and does nothing for tokens or fresh recruits that haven't been marked. The distinction cuts deeper than the wording suggests, because a lord that hands out a static +1/+1 buff never actually places a counter, so those buffed creatures stay off the trigger entirely; the ooze wants real counters on the battlefield, not raw stats. It sits in the counters-matter lineage green has cultivated for years, closer to the payoff end than the enabler end: it wants proliferate, counter-doublers, or creatures that arrive already marked, then multiplies the formation every time it swings. That 2/2 stat line is honest about the dependency. This is not a threat that snowballs alone; it's the accelerant you add once the counters are already flowing.





