By bouncing the enchantment as a cost, opponents cannot respond to it with instant removal, and it cannot be removed by sorcery removal on later turns
When you pull off the last charge counter you make a Treasure and get a 1/1 Pilot that counts as a 3/1 for crewing, enough to crew the Bankbuster
This set is full of cards that have connections with previous fan favorite cards or mechanics
In the rare case where +1/+1 counters can't be put on one or more creature tokens you control, those creature tokens still gain trample until end of turn

Advanced Search Sets Random Syntax Admonition Angel Adventuring Gear Akoum Firebird Akoum Hellhound Akoum Hellkite Akoum Stonewaker Ambrosia Whiteheart Belligerent Whiptail Bloodghast Canyon Jerboa Caustic Crawler Cosi's Ravager Dreadwurm Embodiment of Fury Emeria Angel Emeria Shepherd Eternity Vessel Fearless Fledgling Felidar Retreat Fledgling Griffin Geode Rager Geyser Glider Geyserfield Stalker Glyph Elemental Guul Draz Overseer Hagra Crocodile Hedron Rover Hedron Scrabbler Iridescent Vinelasher Makindi Ox Makindi Sliderunner Moraug, Fury of Akoum Nesting Dragon Ob Nixilis, the Fallen Ondu Greathorn Plated Geopede Prowling Felidar Quest for the Necropolis Rabaroo Troop Reckless Pyrosurfer Remnant Elemental Rest for the Weary Retreat to Emeria Retreat to Hagra Retreat to Valakut Sabotender Scrib Nibblers Searing Blaze Seer's Sundial Skyclave Geopede Skyclave Shade Soul Stair Expedition Spitfire Lagac Steppe Lynx Sunspring Expedition Sunstar Expansionist Surrakar Marauder TL;DR (playtest) Territorial Bruntar Toggo, Goblin Weaponsmith Tomb Hex Trove Warden Tunneling Geopede Valakut Exploration Valakut Predator Weather Maker Werewolf Mage Lightning Zektar Shrine Expedition

But the set is also introducing a whole new card type thats sure to fuel a ton of resale speculation