Dragon Broodmother
The genius here is in the word "each." Most token spigots fire once per turn cycle, on their controller's upkeep; this one triggers on every upkeep at the table, so in a multiplayer game it spawns a new Dragon several times each go-around, all of them under its controller. The board does not grow symmetrically: the opponents take the upkeep triggers, but the controller takes the tokens. That sequencing is what makes the engine snowball faster than its rate suggests, because the number of Dragons it mints scales with how many opponents are passing through their upkeeps. Devour 2 is the clause that separates this from a passive supplier: every Dragon born this way is a potential haymaker the moment it enters, scaling with whatever creatures you are willing to feed it, and the +1/+1 counters arrive at twice the fodder count. The 4/4 flying body is almost beside the point; the value is in the recurring tax it levies on time. Each turn cycle that passes hands its controller more flying bodies, several of which can be inflated into real clocks on the way in, and none of which the opponents share. It is a design that rewards patience and punishes removal-light tables: an engine that does not ask for a combo so much as for the game to simply continue.



