Arcbound Crusher
Modular's payoff usually waits for death: the counters scatter onto another body, and the deck builds a slow chain of value out of dying machines. This one inverts the timing. Every artifact you play while it sits on the battlefield grows it in real time, so the engine runs before it dies rather than after, and trample converts that accumulating bulk into damage the moment the board fills with mana rocks, equipment, and other artifact creatures. In an artifact-dense list, a body that enters with a single counter from Modular becomes a genuine threat over a couple of turns of normal development, and when it finally falls, those stacked counters still migrate to the next artifact creature in line. The tension lives in the printed 0/0 base: it does nothing in a deck that does not flood the board with artifacts, which is exactly the point. It is a payoff card masquerading as a body, asking you to commit to the theme hard enough that "another artifact enters" fires several times per turn. Where most Arcbound creatures are interchangeable counter-batteries to be sacrificed and reloaded, this one is the deck's growth meter, scaling with how committed the rest of the list is to the strategy. Trample is the detail that closes the gap a pile of counters would otherwise leave open: once it is large, chump blockers stop buying time.

