Daily Bugle Newspaper
Looting effects have always been priced against what they leave behind, and this one solves the tempo problem by refusing to leave you empty-handed. Drawing then discarding fixes hands and feeds graveyards but nets zero cards, so the activation usually has to be dirt cheap to earn a slot. Here the activation carries a real mana premium, and the payoff for paying it is a Treasure each time: the two mana you sink into the tap comes back as a Treasure worth one, so every loot refunds half its own cost. That closes the loop between filtering and fixing, two jobs that normally compete for the same slot in a deck. The repeatability is what changes its character. A one-shot looter with a Treasure attached would be a cantrip with a rider; a tap ability that manufactures Treasures on every activation turns the artifact into a slow engine that reloads graveyards, powers sacrifice fodder, and ramps toward a payoff all at once. Each Treasure is a stored half-turn of mana and a body for the aristocrat and artifact-count decks that want tokens for their own sake, which means the discard clause stops being pure downside: pitching the right card while building a Treasure pile is the point, not the tax.
