Sin, Unending Cataclysm
Counter strategies usually treat their tokens as owned resources: each deck grows its own +1/+1s, its own charge counters, its own saga chapters, and the counters stay where they land. This design inverts that arithmetic. Entering, it strips every counter off any number of artifacts, creatures, and enchantments (including your opponents'), then arrives with X +1/+1 counters where X is twice the pile it scraped away. It is a bet on a metagame dense with counters, and it pays doubled: proliferate engines, +1/+1 aggregators, saga chapters, shield counters, all of it becomes fuel the moment it can be pulled off. The removal clause is not incidental; wiping counters off enemy creatures is a genuine board answer, and the theft is bundled into the growth rather than tacked on beside it. The death trigger closes the loop so the investment is never fully lost: the counters relocate to a creature you control and the card shuffles back into your library instead of the graveyard, meaning the same accumulated swing can be assembled a second time. What holds it in check is the fragility of the premise. With no counters in play it enters at zero, a bare 5/5 flyer with trample for seven mana, so the body is only as large as the table it feeds on. That dependence is the whole design: it scavenges a specific kind of board and contributes nothing to building one itself.

