Bandit's Haul
A three-mana rock that ties its card advantage to aggression: it makes any color the turn it comes down, then converts hostility into a slow draw engine. The crime trigger is the whole hinge, and its restriction to once per turn is what keeps the accounting honest: no matter how many targeted spells you throw at an opponent, you bank at most one loot counter per turn, and every card you eventually draw costs a two-mana activation plus two counters. That math makes the rock a patient investment rather than a burst engine; you are trading tempo now for a card several turns out, and only if your deck was already pointing removal and disruption at the other side of the table anyway. The design lives at the intersection of two things color-fixing artifacts rarely combine: unconditional ramp that plays in any deck, and a payoff that only rewards a specific behavior. A durdling ramp deck fixes its mana and never draws a card off it; a deck built to attack the opponent's board and graveyard turns the same rock into a grindy resource that refills over the long game. The friction is deliberate: the mana ability asks nothing of you, but the second half asks you to have been playing the villain all along.
