Tester of the Tangential
Growth here runs on spending, not swinging: Increment adds a counter whenever a spell you cast outstrips this creature's power or toughness in mana, so the body inflates as your turns get expensive rather than as you connect in combat. That inverts the usual counter-accumulation loop. Most grow-on-a-schedule creatures ask you to survive combat or hit a mana threshold on your own upkeep; this 1/1 balloons fastest early, when almost any spell dwarfs it, then naturally decelerates as the pile climbs past what a typical spell can beat. The self-limiting math is the point, and the second ability is the release valve. Once per turn before you attack you may pay X to move X counters off this creature and onto another one, converting stats that accreted by accident into an on-demand pump for whatever actually wants to attack. That transfer is what makes the growth worth anything beyond a bigger blocker: the counters piled up here are portable ammunition rather than stranded numbers, and it hands the deck a reason to keep casting into the late game even after this body stops growing itself. The design sits where a spellslinger payoff meets a counters-matter enabler, drawing value from the sheer volume of casting a blue tempo shell already does and then redistributing it wherever the board needs the muscle.
