Sphere Grid
Two mana for a permanent that turns connecting into a snowball is the trade being made here: the growth only lands when a creature actually lands a hit, so the enchantment does nothing to a stalled board and everything to one that is already getting through. That gates the payoff behind evasion or a clear attack. The reach-and-trample clause, by contrast, is not a threshold you have to build toward; it applies the moment a creature is carrying any counter at all, which means the very first connection that grows a creature also flips that creature into a trampler. Trample is the offensive half of the deal, converting stacked power into damage that no longer stops at the first chump. Reach is the defensive half, letting those same fattened bodies wall the fliers that would otherwise race you back, so the plan does not fold to an air force while it grinds forward on the ground. The design is a closed loop that funds itself: each successful attack grows the creature that swung, and a bigger creature is harder to block on the next swing. It reads like a distillation of green's aggressive-counters lineage, the strategy Hardened Scales accelerated: build a threat, make it push through, repeat. What separates it from an anthem is that it rewards the individual creature that connected rather than pumping the team, so a lone evasive threat funds the loop as readily as a wide swarm does.

