Kimoyo Beads
The clever bit is the exhaustion clause. Each end step you pick a mode you haven't picked yet, which turns four mana of artifact into a three-turn menu that runs itself dry: a card, then two Soldier bodies, then a life gain that resets the whole thing by exiling and returning the artifact. That last mode, Prime Bead, is the reload valve, because the return clears the "hasn't been chosen" ledger and puts all three options back on the table. It also means the sequence is a genuine puzzle rather than an autopilot; you are choosing which mode you least want to fire this turn, because you cannot repeat until you cash in the reset. The flicker is worth understanding precisely: it triggers as your end step opens, going on the stack rather than sitting up as a reactive shield. It will re-trigger anything keying off artifacts entering, but it offers no protection from removal (respond to the Prime Bead trigger with a destruction spell and the artifact dies before it ever leaves). As a design, it is a passive value engine that costs nothing to run beyond having played it, spreading a small draw, a small board presence, and a small life buffer across turns without asking for further mana. Nothing about it is fast, and none of the three modes is individually loud; the point is the reliability of getting all three, in an order you control, over and over.

