Tidus, Yuna's Guardian
Most counter-matters commanders manufacture counters and then hoard them; this one is built around moving what already exists. The combat trigger relocates a counter from one creature to another before blocks are declared, and that timing is the whole point: you can slide a +1/+1 counter onto the attacker most likely to connect, or lift a counter off a creature stuck on defense to redeploy it where it will actually deal damage. The Cheer payoff fires once per turn no matter how many creatures with counters get through, which quietly inverts the usual instinct to stack everything on a single threat. Because the reward triggers off any counter-bearing creature connecting, spreading counters across several attackers raises the odds that at least one lands, and the relocation clause exists to shore up the attack you commit to rather than to build a single unstoppable beater. The proliferate that follows the draw compounds whatever counters survived the turn, growing the board it can reach without erasing the choices you made in combat. In a color trio that has always accrued advantage in increments rather than raw tempo, this design ties the increments to the attack step: nothing happens unless you are swinging, and the engine rewards a wide, aggressive counter board over a passive stockpile. That is a sharper axis than the grindy "put counters on things and wait" template these decks usually default to.




