The Reaper, King No More
Wither and infect turned -1/-1 counters into a permanent form of damage; this Scarecrow turns that permanence into a theft engine. The entry trigger is only the seeding step, dropping a counter on up to two target creatures to mark them as targets. The real payoff is passive and recurring: any marked creature an opponent loses becomes yours, returning from the graveyard onto the battlefield under your control rather than staying where the owner can rebuild from it. That reframes the whole exchange. A creature you shrink is not just weaker, it is claimed the moment it dies, whether you finish it off or the opponent trades it away themselves. The once-per-turn clamp is the discipline that stops this from snowballing into a full board-steal in a single combat step, forcing you to pick which death matters most and spreading the value across turns instead of collapsing it into one. What makes the design sit so cleanly at the seam of black, red, and green is that all three colors already have their own routes to spreading counters and forcing bad blocks; the Scarecrow just converts that shared vocabulary into ownership. The 3/3 body is almost incidental. This is a card that wins by patience: mark a board, let attrition do the killing, and inherit the casualties one at a time.
