Runaway Trash-Bot
A wall that scales into a finisher, built for a graveyard that fills itself. The starting body is pure defense: a 0/4 with trample that threatens nothing until the bin behind it fills up, so the payoff lives entirely in the artifact and enchantment cards already dead in your graveyard. That inversion is the interesting part. Most graveyard payoffs want to recur cards or exile them for value; this one leaves them where they fell and counts the corpses, rewarding a deck that treats permanents as spent ammunition rather than assets to protect. The counting is specifically card-based, which prunes the obvious shortcut: token permanents that die (a sacrificed Clue, a used-up construct token, a Treasure the moment it cracks) evaporate on the way to the graveyard and never register, so the deck has to feed it real cards that stick around dead. Equipment traded away in combat, artifacts milled or sacrificed, enchantments that have already done their job: those push the power up while the toughness stays put. That is the constraint that keeps the design fair. It never gets harder to kill, it just hits harder, so a single removal spell erases all the accumulated work regardless of how high the number climbed. Trample matters more than it looks: the defensive base means it only threatens real damage once the count is large, and by then chip-blocking is meaningless. A build-around that asks for a self-cannibalizing shell, one where the graveyard is a scoreboard for what you have already thrown away.
