Vincent, Vengeful Atoner
The growth trigger doesn't care who lands the hit, and it doesn't count heads: whenever one or more of your creatures connect with a player, Vincent gets a single counter. That reframes the usual go-wide-versus-go-tall choice into a way to do both at once, since a crowded board that gets through anywhere feeds the same body. Across a table of opponents the counter can arrive multiple times a turn, once per player your team damages, which is what makes the seven-power gate reachable rather than aspirational. That threshold is the real design: everything before it is a menace-carrying 3/3 that quietly stacks counters, and everything after it turns a single connecting hit into that much damage dealt to every other opponent. Menace is the engine's insurance, keeping the growth trigger live against a board full of blockers so the climb toward seven doesn't stall on the ground. The tension sits entirely in holding the number: the Chaos payoff only fires while Vincent's power stays at seven or greater, so a well-timed removal spell, a shrink effect, or a chump block that denies him the connecting hit all delay or deny the group-wide swing without ever touching the counters themselves. Built for a table rather than a duel, Vincent asks a board to attack in concert, and punishes anyone who lets one creature march toward the finish line unanswered.

