Jolene, the Plunder Queen
The design monetizes the whole table's combat without caring where it comes from. Whenever any player swings at your opponents, that attacker mints a Treasure: the first ability is a group-wide subsidy for aggression, incentive engineering that greases the wheels of a table that wants to fight, even though none of those tokens land in your pool. Your own coffers fill on the other side of the same trigger: when you attack an opponent you make a Treasure, and the replacement clause pads that (and every other Treasure you would create) with one extra coin. Not a doubler, just a reliable +1 stacked on your combat, your ramp, and whatever incidental Treasures the deck already spins up on your turns. That surplus is the point, because it feeds the sacrifice line that keeps the 2/2 body from being a liability. Five Treasures buys five +1/+1 counters, and because those coins are a spent resource rather than a passive buff, every hoarded coin is a live decision: bank for a bigger transformation, dump into artifact-matters payoffs, or convert into ramp toward a bomb. It sits in the red-green lineage of commanders that take a resource other decks treat as loose change and build the entire spine of the deck around it. The unusual wrinkle is the split incentive: the ability that fuels the room fires whenever anyone attacks your opponents, while the replacement effect that fuels you pads every Treasure you make.


