Skyship Plunderer
The combat trigger here is an incrementer, not a generator: on a target with no counters it accomplishes nothing, and on a target already carrying counters it adds exactly one more of each kind already present. The wording is broader than most players first read it. It is not restricted to +1/+1 counters, not restricted to creatures, not even restricted to permanents: any kind of counter on a single target permanent or player gets bumped by one, which puts loyalty counters on planeswalkers, charge counters on artifacts, age and fade and storage counters, even poison counters on an opponent inside its reach. A target wearing several kinds at once gets one more of each in a single hit, so a permanent stacked with, say, +1/+1 and charge counters walks away richer in both. Connect with the flying body and a planeswalker that ticked up once gains a second loyalty instead of one; a Walking Ballista grows by one each time you land a hit. The flying matters more than the 2/1 body suggests, because the entire ability is gated on dealing combat damage to a player, and evasion is the cheapest way to guarantee that connection turn after turn. The growth is aimed and repeatable rather than explosive: one target per swing, every turn the attack lands, never a board-wide multiplication. It is a build-around in the strictest sense, and a reminder that "counters matter" is a far wider design axis than the +1/+1 keyword most decks treat it as.


