Hellkite Tyrant
Two abilities that feed each other, stapled to one Dragon. The combat trigger is grand-theft larceny: connect once and every artifact your opponent controls changes hands, mana rocks and equipment and tokens and all, swinging board parity the moment damage lands. The upkeep trigger then cashes that haul in, an alternate win for controlling twenty or more artifacts. Those clauses are built to cooperate, not to clash: twenty artifacts is a steep number to reach honestly, and poaching an opponent's pile is one of the few ways a single creature can plausibly clear the bar in one swing. That is why the body is shaped to land the hit. A 6/5 with flying and trample evades chump blockers and pushes through clogged ground, and the win condition does not require a dedicated artifact deck the way most "control twenty permanents" effects do; it can steal the count instead of assembling it. So the card wears two faces depending on the table: a punitive answer to artifact-heavy strategies that converts their engine into your victory, or a closer in a build that already stacks artifacts and just needs the first connection to flip the lever. Either way the alternate-win line is the wrinkle that turns a clean evasive beater into a threat opponents have to address before their own rocks become the murder weapon.








