Warbeast of Gorgoroth
Amass usually plays a patient game: build one Army, drip counters onto it, wait for the board to clog. This design flips the incentive. Instead of protecting a growing token, it pays you for spending your bigger threats, turning each death of a power-4-or-greater creature into two Orc counters piled onto a single body. The 5/4 statline is load-bearing here, not decoration: the trigger keys off itself, so blocking or racing into it still hands you two counters as it dies. The engine treats attrition as intake rather than loss, best fed by a deck of chunky beaters whose deaths keep the Army compounding. What separates the counter-onto-Army payoff from the usual death trigger (a Blood Artist drain, a card off a sacrifice) is that it consolidates value into one increasingly lethal creature rather than spreading it across incremental advantage: the reward is a clock, not a resource. It is a red reading of a mechanic that first appeared in mono-black, leaning on the color's habit of throwing bodies into combat as the mechanism's fuel line.

