Decimator Web
Three win conditions stapled into one tap ability, and the joke is that none of them is fast enough to be the win condition. Two life lost, one poison counter, six cards milled: a colorless artifact that asks you to pick which clock you actually believe in, then proves it can't commit to any of them. Ten poison kills, but you need ten activations, which is ten taps and forty extra mana over the life of the game. Mill six is real card advantage in the wrong direction, except a single use barely dents a sixty-card deck. The two life is incidental. What you have is a card that wants to attack a player's library, their poison total, and their life total at once, and the cost of generality is that it advances each axis at a glacial pace. The design lineage is the colorless "engine that wins eventually" artifact, the kind that reads like a combo piece but actually demands you build a whole supporting cast to make any single line of attack lethal before the game ends on its own terms. The four-mana activation is the honest accounting of that ambition: this is a mana sink for a deck that has already stabilized and is looking for something to spend on, not a plan you can lean on. A curiosity that proves how much harder three alternate win conditions are to assemble than one of them is to finish.
