Gremlin Mine
The second mode is the one worth dwelling on, because almost nothing else in the game was ever built to do it. Charge counters were a recurring resource in the era this design comes from, fueling countdown-style win conditions, slow mana engines, and a whole class of artifacts that quietly accumulated value over multiple turns. Those cards were balanced on the assumption that nobody owned a tool to subtract from them; this one peels up to four off in a single sacrifice, resetting an engine that had been ticking toward a payoff. The first mode is the more conventional half: four damage, but only to an artifact creature, narrow enough that it answers a specific board state rather than threatening anything broadly. What ties both modes together is the cost. Each one consumes the artifact entirely, so this is never ongoing insurance sitting on the battlefield; it is a single charge held for exactly the right artifact, fired once, and gone. The split targeting restriction (creature for the burn, noncreature for the counter strip) keeps each barrel from collapsing into a flexible catch-all, which is precisely how the design earns its narrowness. It hates on a specific subsystem rather than a card type, an answer that looks inert until the table contains the exact engine it was built to dismantle.
