Era of Innovation
Energy was a closed-loop resource: you generated it from cards that printed it and spent it on cards that asked for it, with no native way to convert it back into raw card advantage. This enchantment is the rare release valve. It accumulates energy in the way an artifact deck already wants to, offering two counters for one generic mana each time an artifact or Artificer enters, then cashes a full reservoir of six in for three cards and gets out of the way by sacrificing itself. The design tension lives in that optional mana payment on the trigger: every pair of counters costs a generic mana on top of whatever you spent deploying the permanent, so the engine only hums when you are flooding the board with cheap artifacts to begin with. That makes it less a value engine you build around than a payoff that ratifies a strategy already committed to going wide on artifacts. The clever part is the conversion itself. Energy of this era leaned hard on combat-centric and explosive uses; a sanctioned draw-three for a resource you were already hoarding gave the archetype a grind plan it otherwise lacked. The self-sacrifice clause frames the whole card as a single deliberate cash-out rather than a repeatable spigot: stockpile counters across a board's worth of artifact triggers, then spend the reservoir all at once and walk away.



