The Destined White Mage
The lifegain-into-counters engine has been built before, but the wiring here is unusually direct: each instance of life gain plants a +1/+1 counter, no threshold to cross, no end-of-turn payoff to wait on. The trigger fires per event, not per point, so a Soul Warden ping and a fifteen-life swing each buy exactly one counter; the reward is for gaining life often, not gaining it in bulk. That turns the card's own lifelink into a self-feeding loop, since it can point the counter trigger back at itself, and the tap ability hands lifelink to a second attacker so the loop compounds across the board. The full-party clause is the part that reshapes the deck around it. Tripling the counter output when you field a full party asks for the four-role spread that party-matters cards reward (a Warrior, a Cleric, a Rogue, a Wizard), so the card is not just a lifegain payoff but a party payoff wearing a lifegain coat. The two mechanics feed each other: assembling the party makes each counter three, and the counters make the party lethal. What holds it back is that both effects need something to point at. Alone on an empty board it is a 2/3 that swings for two lifelink and stacks one counter on itself per turn, a slow snowball. Give it a wide board and a filled party, though, and every life-gain event drops three counters wherever you choose, a very short clock built out of a soft-looking body.
