Overseer of Vault 76
First Contact is an ability word, so it carries no rules meaning on its own; the mechanics live entirely in the text, and they point squarely at the small end of the board. Cap the roster at power three or less and the quest-counter engine rewards exactly what wide-and-cheap white struggles to do once the board stalls: keep growing without topping the curve. Each qualifying creature that enters adds a counter, and the payoff spends three of them at the beginning of combat to put a +1/+1 counter on every creature you control while handing them vigilance for the turn. That turns a go-wide start into a crack-back-proof alpha strike, since the vigilance closes the standard punish for committing everyone to the swing: the pumped attackers still stand ready to block. The sneaky part is that the counters are fungible. The trigger removes three quest counters from among permanents you control, not just off this creature, so anything that stashes quest counters elsewhere feeds the same payoff, and accumulation outpaces the spend once the board floods fast enough. What it fixes is white's long-standing anemia after the fifth creature: instead of a lord that raises the ceiling on a few bodies, it compounds a permanent point onto all of them, again and again, as long as you keep the curve low. It is a payoff built for a color that wins by numbers, tuned to reward the restraint that keeps those numbers cheap.



