Surrak and Goreclaw
The counter and the haste do two different jobs, and stapling them together is the whole design idea. Green stompy has always fought two problems: creatures that arrive too small to matter, and creatures that arrive too slow to attack. The +1/+1 counter answers the first, permanently upsizing every nontoken body that lands after this hits the table; the haste answers the second, turning every top-deck and every recursion into an immediate threat rather than a turn of exposure. Restricting both payoffs to nontoken creatures keeps the reward tracking real cards you cast: token swarms get neither the counter nor the haste, so a go-wide engine can't run away with it. Handing the whole team trample on top is the connective tissue, and it is the one piece of the card that pays out immediately: every creature you already control, plus every hasted, counter-boosted body still to come, translates its size straight through blockers instead of stalling on the ground. Structurally this folds a redundant trample-granting lord, a haste enabler, and a source of persistent growth into a single 6/5, which is why it reads as a fusion of its two namesakes rather than a compromise between them: Surrak's tempo and Goreclaw's brute-force ramp payoff, doing their respective work in the same slot. The counter engine is a commitment to keep deploying rather than a reward for what you built earlier, since only creatures that enter after it resolves get the growth and the speed.

