Kukemssa Pirates
Theft cards usually charge in mana or a permanent payment; this one charges in combat math instead. The Pirates have to connect unblocked to grab an artifact, and the price of pulling it off the defender's side is that the creature deals no damage that turn. That is the tension the card is built around: it is a 2/2 with no evasion that the defending player can simply chump or trade with to deny the steal entirely, so the theft is conditional on the opponent either having no blockers or deciding the artifact is worth less than a block. The "isn't blocked" clause makes blocking a real decision rather than a formality, and the damage-forfeit clause means the Pirates can never both threaten the life total and rob the artifact in the same swing. Where Aladdin taps to grab an artifact on demand from any color of board, this approach is slower and gated behind successful combat: every connecting attack peels one more artifact off the table, but each one costs a full turn of pressure, and a single blocker shuts the whole thing down. The flavor reading is exact, pirates boarding a ship to seize cargo instead of sinking it, and the rules text honors it by making the creature drop its weapon to carry the loot.
