Simic Initiate
Graft handed players a single +1/+1 counter at the cost of one green mana and a creature that exists mostly to hold it. This is the floor of that cycle, the version with no extra ability bolted on: it enters carrying its one counter, then can pass it to the next creature that enters, collapsing into the 0/0 husk it always was once empty. Stripped of distractions, it lays the keyword's whole fiction bare, the merfolk-and-ooze faction grafting flesh onto everything it touched, rendered as a body that gives away its own substance. Read it as a portable counter rather than a creature: a counter you choose where to deposit, on a host that costs only a single green and dies the moment it has paid out. The card matters only when something downstream cares about the counter's movement or arrival: a proliferate engine that wants a seed, a growing threat that wants a head start, a sacrifice payoff that wants a creature whose value lives elsewhere. Graft's design honesty is that it pays you up front and trusts you to spend the counter before the donor falls over, which a 0/0 with no counters certainly will.

