Junk Jet
Two mana of Equipment that ships with its own ammunition: the Junk token it makes on entry is a one-shot impulse-draw that also happens to be an artifact, which is the quiet part that carries the whole design. The power-doubler demands you sacrifice an artifact, and the card hands you a spare artifact the instant it lands. That closed loop is the idea. You can equip and crack the Junk token to dig for gas, or feed the token straight into the doubling ability and swing for a burst that scales with whatever creature is wearing it. The choice runs both ways: the same token is either card advantage or half the cost of a finishing blow, never both. Add a second artifact source and the doubling stops being a one-time trick and becomes a repeatable multiplier, which is where the Equipment tilts from cute to genuinely dangerous on a large body. The sacrifice clause is what caps the ceiling: every doubling eats a permanent, so the aggression is real but self-consuming. Note the split in timing: only the Junk token's impulse-draw is locked to sorcery speed, while the power-doubling itself can fire mid-combat, so the ability can still ambush a would-be blocker with a lethal swing once the creature is already declared as an attacker. The rate reads like a novelty, but the artifact-token-as-fuel structure is tidy engineering, folding a resource and a payoff into one card for a red aggressive shell.



