Pelt Collector
A one-drop that grows by watching the rest of your board outclass it. The trigger condition is the clever part: the counter lands only when another creature you control with greater power enters or dies, which means Pelt Collector reads your whole curve as fuel rather than your spells. Drop a 2/2 and it ticks to a 2/2 of its own; sacrifice or trade away a bigger body and it ticks again on the way out, so even your dead creatures keep paying it. Most green one-drops that scale only do it by attacking or by being cast into; this one turns attrition into growth, taking a profit from combat losses that would otherwise be dead value. The trample at three counters is the back end of the same logic, turning a 4/4 that has earned its stripes into a body that can no longer be chump-blocked indefinitely. The ceiling stays honest because the counters require an ever-larger creature to top your current power: a board of identical small bodies stalls it out, and the engine slows precisely as it succeeds. What it rewards is a deck built to climb steadily, where every creature you play is either bigger than the last or feeding the next one's death. It asks for a curve, not a combo, and it pays that curve back one counter at a time.

