The Haunt of Hightower
A voltron body that feeds on the whole table's attrition rather than your own combat math. The two triggers form a loop most single-creature threats never get: the attack trigger sends a card from the defending player's hand into their graveyard, and the second ability then reads any card entering an opponent's graveyard (from anywhere, by any means) as a +1/+1 counter. A Vampire that grows off discard, removal, milling, sacrifice, and every dead creature an opponent loses in combat, not just off what it kills itself. That decoupling is the interesting part: most self-growing threats scale on their own connections, so they stall the moment they get chump-blocked; this one keeps swelling as long as opponents are losing cards anywhere. The 3/3 for six is a deliberately soft starting point, because the design assumes the board state does the sizing. Flying means it climbs over most ground stalls (though a flier or reach can still turn it aside), and lifelink converts the accumulated power into a life cushion each time it connects. The tension the designers left in is fragility: it carries every counter it has earned on a single body, so a kill spell resets the whole engine to zero and refunds the opponent nothing. Its ceiling scales with how bloody the game already is, and its floor collapses the instant someone points removal at the pile.

