Tenth District Legionnaire
Aura and combat-trick creatures usually invite a two-for-one: spend a card enchanting or pumping the body, then watch a single removal spell answer both. This one inverts that math by paying you for every spell you point at it, growing the body and digging for the next piece in the same action. The design axis is a hexproof-adjacent incentive stripped of the hexproof itself, nudging a deck toward cheap spells that both defend the threat and advance it. Haste matters because the payoff is a race: the counters only matter if the body is connecting, so the ability to swing the turn it lands (and start banking growth against combat) is what turns a slow value engine into a clock. Scry is the glue, smoothing the very draws that keep the loop fed so a targeting-heavy hand does not stall on air. The self-correcting part is that the trigger only fires on spells you cast: an opponent's removal grants no consolation counter, and every point of growth still costs you a card. This is a threat for a deckbuilder already committed to a targeting shell, not one splashing it as a value piece. Play it with nothing to feed it and the ability never fires, leaving a plain 2/2 with haste. The engine only turns over inside a deck constructed to point spells at it, which is exactly the constraint that keeps the reward from becoming free.


