Axiom Engraver
Loot effects have historically lived in blue, and when red gets them it usually comes attached to a cost: a body that dies to a stiff breeze, a downside on the draw, a single-use flare. Here the loot is metered instead. Two oil counters mean two activations and no more, so the engine is a battery with a fixed charge rather than an open faucet. That framing is the whole design idea: rummaging (discard first, then draw) is a card-filtering tool that fuels graveyard payoffs and pitches dead cards, and capping it at two keeps a 1/3 for from quietly becoming a repeatable advantage machine. The tap requirement layers another restriction on top: each activation costs the creature's turn, so it cannot spend both charges in a single window, and looting competes with anything else you would want the body doing. Three toughness holds ground against most early aggression, so what you get is a defensively statted wall that spends its counters like a consumable resource, then reverts to a plain blocker once they are gone. The oil-counter chassis is the connective tissue across this era of Phyrexian design, and this is one of its plainest expressions: a counter that does not grow or corrupt anything, just tracks how many times you are allowed to press the button.
