Arcade Gannon
The loot ability and the recursion clause are built to feed each other in a single closed loop: every activation pitches a card and, incidentally, raises the ceiling on what you can cast back. The quest counter is doing double duty. It is both a clock (you accumulate them one per activation, so the recastable pool widens slowly and predictably) and a filter, since the graveyard-cast is capped at the current counter total. Early on you are only buying back one-drops and two-drops; by the time the counters stack up, the whole artifact-and-Human graveyard opens. That deliberate ramp is what keeps the engine from being an immediate value avalanche: you have to survive long enough to earn the recursion, and each loot that fills the yard also advances the counter that unlocks it. The once-per-turn restriction is the other governor, capping the loop at one recast regardless of how many activations you squeeze in. What the design is really rewarding is a deck that loots and recurs the same cards, so the discarded artifact or Human is not a loss but a deferred cast waiting for the counter to catch up. It is a self-refueling toolbox that pays out on a curve rather than all at once, and the tighter your graveyard synergies, the more each turn of looting becomes an investment rather than a discard.



