Cult of Skaro
Sec, Caan, Jast, and Thay read like keywords, but they are flavor labels for the four possible attack triggers, and each combat resolves one of them at random. That randomness is the whole design tension. A modal attack trigger where the attacker picks would be an easy sell; making it a slot pull means the four outcomes, which span a wildly different spread of value, arrive whether or not they suit the board. The counter mode grows every artifact creature you control at once, the draw mode refills the hand, the token mode widens that same board, and the drain mode simply strips four life from each opponent regardless of what is in play. You can never sequence toward the payoff you want: you swing knowing one of four things will happen, none of them bad, but only one of them the thing you needed this turn. It is an uncommon case of a designer building variance into the reward rather than the cost, leaning on a fractured, unstable faction where each named survivor pulls its own direction. The body compounds the gamble: as a 4/4 artifact creature it counts among the creatures the Thay mode buffs, so its own attack can grow it while spinning up more artifact creatures to grow next time. It fuels itself and still rolls the dice on which gear it shifts into each combat.



