Quest for Renewal
The fantasy here is a permanent untap step granted to every creature you control, on every opponent's turn: pseudo-vigilance that goes a step further by recharging tappers and attackers between your own turns. The cost of that fantasy is a counter race against your own board state. Each individual creature that taps offers a counter, so the enchantment fills as fast as you can tap things at once: attacking with four creatures or convoking a spell with four can drop all four counters in a single action and switch the engine on immediately. That mechanic favors decks already built to tap repeatedly: convoke shells, wide attacking boards, machines that tap for mana or for activated abilities. The wording is what elevates it past a vigilance substitute. Untapping during each other player's untap step means that in a multiplayer game the engine fires once per opponent, so a single creature with a tap ability can be wrung for value multiple times per turn cycle, not just once on your own untap. The same clause keeps a lone attacker available as a blocker no matter whose turn it is. The design loads all its friction into the ramp-up: green enchantments of this stripe ask you to perform an action many times before they pay out, then never charge you again. Once the fourth counter lands, nothing removes it, and the untapping is mandatory in a way that never costs you a thing.
