Spike Rogue
The Spike cycle was Exodus turning +1/+1 counters into a currency you could move around the board, and this is the one that traffics in them in both directions. The mechanical conceit is a creature with no printed body of its own (a 0/0 that only exists because it arrives carrying two counters), so every counter it spends is a piece of itself it gives away. Push counters out and it shrinks toward death; pull them back from your other creatures and it regrows at their expense. The activated abilities cost mana on top of the counter, which is the friction that keeps the shuffling honest: this is not a free toolbox, it is a slow pump that taxes you for every redistribution. What makes the design hold together is that the resource and the body are the same thing, so the card forces a constant accounting question (is a counter worth more on this creature, or on something with evasion or a better ability) rather than letting you bank value. The whole Spike family treated counters as portable value years before counter-matters decks became a deliberate archetype, and this member is the clearest statement of the idea: a creature that is also a counter battery, equally happy to feed a threat elsewhere or cannibalize the board to feed itself.
