Trophy Hunter
The problem with grounded anti-air creatures is that they wall the skies forever and never do anything else: a tall archer trades attrition for stalemate, buying time without ever closing. This one converts defense into offense by banking each kill as permanent stats. The two clauses chain into a feedback loop. The activated ping only ever points at fliers, and one damage rarely kills outright, but it primes the kill, and when a flier this creature has damaged dies that turn (to combat, to a second activation, to anyone else's removal) the growth trigger fires and the counter lands. Repeat the loop and a 2/3 climbs into a genuine threat that has cleared the air on the way up. The narrowness is the price of the payoff, and the payoff is real: shooting down the air assault makes the body bigger rather than merely stalling it. Against an opponent with no flying creatures, though, the whole engine idles. The ability has nothing legal to target, the counter clause never triggers, and you are left with a 2/3 that can only block on the ground. That lopsidedness is the design, not a flaw in it: a creature engineered to police the air and grow off the kills, calibrated so precisely to one axis of the board that it either dominates the matchup it names or contributes almost nothing to any other.
