Alchemist's Talent
Most Class enchantments build toward a body or a static payoff; this one builds a mana-abuse engine and then rewards you for spending big. The entry stakes you two tapped Treasures, deferred fixing that comes online next turn. Level 2 rewrites every Treasure you control into a two-mana rock instead of a one-shot single color, quietly doubling the ramp density of any deck already leaning on artifact tokens. But the design's real hook is Level 3, which turns Treasure into a burn resource: cast anything with Treasure mana in the total, and the Class throws that spell's full mana value at each opponent as a rider. The larger the spell, the larger the burn, so it scales precisely with the cost you were already paying, and the sacrifice-for-two-mana upgrade from Level 2 feeds the exact spells that hurt most. That coupling is the whole architecture: the ramp step and the damage step are the same Treasures, spent once, counted twice. The tension is that both engine halves demand real investment before anything happens: four to deploy the enchantment, two more to reach Level 2, then five on top of that to unlock Level 3. The payoff arrives late and asks you to have kept a Treasure economy alive across the entire climb, which is precisely the resource the earlier levels were built to inflate.
