Loot, the Pathfinder
Three buttons, each pressable once, wired to a 2/4 that hits like a truck the turn it lands. That is the whole pitch: the green activation is a one-shot mana burst that fixes three of any color, the blue is a three-card refill, and the red is a three-damage shock aimed anywhere, and once each has fired the creature reverts to a beater with nothing left to give. The exhaust clause is what makes that density affordable on a five-mana Temur legend: the activations are a finite set rather than a repeatable engine, so you are not tapping this thing for value every turn forever, you are spending three decisive plays and then defending the body. Sequencing carries real weight because of it. The green burst can bankroll a turn's worth of extra spells, the blue digs toward whatever closes the game, the red kills a blocker or points at a face, and the order you cash them in changes the shape of the turn. What keeps the card honest is that none of it repeats, so it rewards patience about when to pull each trigger without ever becoming a loop. Haste and double strike are the reason the leftover 2/4 still matters: four unblocked damage arrives the moment it resolves, turning a value pile into a clock instead of a payoff you wait a turn to unlock.






