Railway Brawler
Anthem effects add a flat bonus; this multiplies. The counter payout scales with the incoming creature's own power, so the bigger the thing you drop, the more it doubles: a 5/5 lands as a 10/10, a 3/3 as a 6/6, and even a humble one-drop arrives with a counter to grow into. That turns the board into a compounding engine, because every counter is permanent and stays put through removal that would erase a temporary buff. The plot cost is what keeps the tempo honest: rather than untapping into a five-mana body and hoping to survive, you can bank it a turn early and cast it for free later, sequencing the anthem into play before you flood the board so nothing enters wasted. Reach earns its keep on the rhino's own body, letting a ground-based green deck hold off flyers while the board fills out behind it, and the trample is likewise the Brawler's own: the counters it hands out enlarge stats but do not confer keywords, so those swollen attackers still need their own evasion or a wide enough board to punch through blockers. The real tension is that the reward lives entirely on the enter-the-battlefield trigger, so it does nothing for what is already on the table; it asks you to hold a curve of creatures and unload them after it resolves, rewarding the go-wide deck that plays to the board rather than the one already committed to it.



