Generous Plunderer
The upkeep trigger is the sly part: you make a Treasure, and in exchange your opponent gets one too. That reads like a wash until you check the attack trigger, which turns every artifact the defending player controls into a point of damage aimed at their face. The card hands the opponent artifacts specifically so it can punish them for owning artifacts, a self-fueling loop where generosity is the weapon. The gifted Treasure enters tapped, so the opponent can't crack it to interact on your turn, but it's still an artifact and still a body on the damage count; they either spend it or watch the count climb. The damage lands on the declare-attackers step, not on combat damage, which is the important wrinkle: the 2/2 does not have to connect for the artifact tax to fire, and menace is there to shepherd the body itself through single-blocker boards so the beatdown keeps pace with the ping. The design inverts the usual relationship between two players and a resource, rewarding you for flooding the table with the exact tokens you would normally hoard. The tension is genuine: your own Treasures fuel your ramp but contribute nothing to the attack math, while the opponent's forced Treasures do all the work on the damage side. Left alone, the payoff compounds; the longer both players stockpile artifacts, the harder each swing hits.



