Robot Domination
The engine has an appetite most graveyard payoffs do not: it fires on any creature card hitting your graveyard, from anywhere. Discard, mill, dredge, a sacrificed creature, a fetched-then-flashed creature spell that dies: every one of those events cashes out as a card and a plan counter, with the life loss as the metered cost. That "from anywhere" clause is why the counters stack as fast as they do, because it detaches the trigger from the battlefield entirely. Where a death-triggered aristocrat needs creatures to have lived and died on your board, this only needs cards to arrive in your yard, which is a much wider gate: milled creatures, discarded creatures, and creatures that never resolved all count. What it does not count is tokens (they are not cards) or an opponent's dead board (those cards go to their owners' graveyards, not yours). The three-counter ceiling is what keeps the draw from running unbounded: the enchantment converts itself, sacrificing away the loot for three bodies once the plan resolves, so you are always trading the engine for the payoff rather than keeping both. The Plan subtype frames it as a staged objective rather than a static value piece, and the counter cap enforces the point: this is meant to be finished, not maintained. Read cynically, it rewards decks that were already grinding their own graveyard, then hands them an army for doing the thing they were doing anyway.
