Idol of False Gods
The two-mana rock that wants to become a monster. Eldrazi ramp has always split its work between the payoff (the big annihilator threat) and the engine that pays for it (the Spawn generators), and this collapses both jobs onto one permanent that transforms from the second into the first over the course of a game. Read the activation carefully, though: it costs to make a 0/1 Spawn that sacrifices for a single
, so it is a mana battery rather than a mana rock, a permanent that converts stored mana into disposable bodies rather than one that generates mana for free. That framing changes how you value it. The Spawns are not the point; they are counter fuel. Every other Eldrazi that dies feeds the artifact, and because sacrificing a Spawn is itself the death of an Eldrazi, the two abilities loop into each other rather than sitting apart: you spend two mana to make a body, cash it for one, and bank a +1/+1 counter for the trouble. The eight-counter threshold is the payoff and the honest tax on it. A 0/0 body with annihilator 2 asks you to have thrown a great many small Eldrazi under the wheels first, which is precisely the deck that wanted a colorless battery to begin with. Annihilator on a two-drop reads as absurd until you count the turns and the corpses it takes to switch on; the counters bridge the two states without ever letting you skip the middle.
