Aether Herder
The two energy counters it brings are exactly the price of one Servo, which makes the body its own first payment: enter, bank the charge, swing, and spend it. After that it stops subsidizing itself. The attack trigger keeps asking for two more energy it does not generate, so the card is built to sit downstream of an energy economy rather than fuel one alone. That dependency is the tax that pays for a 3/3 that also makes bodies: on its own it converts to a single token and reverts to a plain green beater, but plugged into a deck stockpiling counters it turns each combat into a question of whether you would rather widen the board or hold the reserve for something else. The Elf Artificer Druid line is doing real work in that math: it reads as ramp tribally, plays as an artifact-token engine mechanically, and feeds whatever wants Servos to sacrifice or pump. The design is a clean study in how energy was meant to function as a shared pool with competing sinks, where a card produces a trickle and then offers a recurring drain priced just high enough that you cannot run it every turn without help. The token it makes is colorless and artifact, not green and Elf, a small but deliberate choice that points the output at artifact synergies rather than reinforcing its own tribe.
