Doom Cannon
This was a tribal-set's tax on its own thesis: a removal artifact that only fires if your board is deep enough in one named type to keep feeding it. Choosing the type as it enters locks you in, so it rewards a deck already committed to a single tribe (Goblins, Elves, Soldiers) and is dead in any deck that hedges across types. The math stays steep even when you do commit: six mana to deploy, then three more plus a tap plus a creature for each three-point shot. That is a Lightning Bolt's worth of damage, but one you have to keep buying with bodies, which makes the conversion rate (one creature per activation) the real ceiling rather than the mana. The any-target line is genuine reach: it can go at faces as readily as creatures, and because the ability has no speed limit, you can hold it with mana up as an instant-speed answer or a finisher. The design reads less like a removal engine and more like a payoff that asks tribal decks to prove they have ammunition to spare, the same lane-picking discipline that the era's morph and tribal lords demanded of their builders. It is built for a tribal thesis rather than for raw efficiency, and outside a board stuffed with the chosen type it is a six-mana artifact that does nothing at all.

