Three Tree Scribe
Most counter payoffs care about creatures dying; this one cares about the opposite. The trigger fires when a creature you control leaves the battlefield without dying, which rewards a family of effects that had always been treated as tempo-neutral or purely evasive: blinking a creature to reset it, bouncing your own attacker back to hand, exiling something and returning it later. Each of those normally trades a body's position for value; here the same act also grows a permanent onto the board. The distinction between dying and merely leaving is a real technical line the rules already draw (dying means going to the graveyard from the battlefield specifically), and this hangs a growth engine off the second, less-traveled path. It matters what does not count: phasing out and turning face-down are status changes, not zone changes, so the creature never leaves the battlefield and the trigger stays silent. What you want are the genuine flicker and self-bounce effects. Because the counter lands on any creature you control, not the one that left, the loop stays intact: flicker your best utility body, drop the counter somewhere it will stick, repeat. The 2/3 is durable enough to sit in the trench while the value accrues, which is what a repeatable payoff wants: something that survives long enough for the engine to matter. It is a narrow trigger dressed as a build-around, and the wrinkle is that the enablers it wants are usually run for reasons that have nothing to do with counters at all.
