Sovereign Okinec Ahau
The counter-doubling attack trigger is doing something subtler than the usual "grow the team" combat step: it reads the gap between each creature's current power and its base power, then pays that gap out again in permanent +1/+1 counters. The distinction matters enormously. Temporary pumps (anthems, combat tricks, the +1/+1 from an equipment) all inflate current power above the base, and this cat converts every point of that difference into hard counters on the spot. A creature swung to double its printed power one turn walks away permanently larger, and next combat the trigger reads the new, higher counter-inflated total against its still-unchanged base and multiplies again. It rewards stacking transient buffs precisely because it launders them into permanence, an exponential loop whose speed is set by how much temporary power you can pile on before you declare attackers. That is a genuinely different design axis from the counter-matters cards that simply want you to have counters already; this one manufactures them out of the difference between where a creature is and where it started. Ward is the tax that keeps a four-mana engine from being casually removed before its second attack, which is the attack that actually breaks open, since the counters from the first swing become the base-power gap the second swing reads. Built for a go-wide, pump-heavy shell that wants its whole board to snowball, not for a single oversized threat.




