Consulate Turret
A two-tap engine that exposes exactly how thin energy is as a resource when its only payoff is severed from its only producer. Untap, tap for one energy. Next turn, tap again and spend three energy you have already banked to throw two damage at a player or planeswalker. That cadence is the whole problem: this artifact is both the energy source and the energy sink, but it cannot do both in the same turn, so feeding itself means three turns of charging for one ping. The math never gets ahead of the clock. Read another way, it works as a slow battery for the cards that actually wanted the resource, a way to stockpile counters across turns for something hungrier than a two-point reach plan that does nothing to protect the board it needs. The damage clause refusing to target creatures is the tell: this was built to close games against an empty-handed opponent or to chip at a planeswalker, not to interact. A common-rarity contributor to a mechanic that lived and died on its better engines, worth running only when the deck around it converts energy into something with a faster heartbeat.

