Tuskguard Captain
Outlast is a slow, fiddly mechanic on its own: tap a creature at sorcery speed to grow it by one, turn after turn, spending whole turns building a board that does nothing on the swing-back. This Warrior contributes the payoff that redeems the grind. Every creature you control carrying a +1/+1 counter gains trample, which converts a stalled ground of incrementally fattened bodies into a board that pushes damage past chump blockers. The static rider is the load-bearing clause, and its most useful trait is indifference to the counter's origin: it rewards any counter source in the deck, not only the outlast keyword printed here. That decoupling is the design point. A counters strategy built on accumulation tends to win the war of stats and lose the war of attrition, because a 7/8 is still stopped cold by a 1/1 chump. Granting trample board-wide closes that gap: once a creature outsizes its blocker, the surplus power spills to the dome instead of getting eaten. A modest frame and a deliberately patient counter rate mean this pulls its weight only inside a committed counters plan rather than as a one-off splash. It is the connective tissue of such a deck, not a standalone threat: a piece that makes every other counter you draw hit harder.





