Teyo's Lightshield
A defensive body that leaves value behind: a 0/3 wall stops early aggression cold, and the counter it drops on a creature you control turns the trade into a two-for-one over time. The trouble is that the two halves pull toward different decks. The 0/3 asks to sit back and block; the enters trigger asks for a board worth reinforcing, ideally a threat that turns three toughness of blocker into meaningful pressure. Split that difference and you get a card that plays fine on defense while paying you a little extra for having already committed to the board, without ever demanding you build around it. The counter is a one-shot, applied on entry with no way to move it or reuse it, so the ceiling is fixed the moment it resolves: it is worth exactly as much as the best creature you already control. That makes it a curve-filler for go-wide or +1/+1-counter shells rather than an engine, an Illusion that happens to leave a permanent mark rather than the fragile bounce-target the type line usually implies.
