Luke Cage, Hero for Hire
Every-combat Treasure generation is a familiar red engine, but bolting it to a beatdown body rather than a value shell is the interesting choice here. The token appears as your combat step opens, not on cast or on attack, which means it lands whether or not this 4/4 with trample is the thing swinging in: the ramp keeps coming even when the mercenary sits back or gets chump-blocked, and the mana is available before you commit to attackers for tricks, second main-phase bombs, or a follow-up threat. The result is a slow but relentless mana-and-fixing accelerator that also happens to punch for four with trample, so the pressure and the payoff advance on the same axis. Treasure producing any-color mana is where the real leverage sits: a mono-red creature that fuels splashes and off-color activations while leaving the manabase untouched. The tension in the design is that neither half is remarkable on its own (a nearly vanilla 4/4 trampler, one Treasure a turn), but stacking a recurring fixing engine onto a creature that wants to be in combat anyway rewards a build that treats every attack as free ramp rather than a race. It is a workmanlike take on red's Treasure lineage: less explosive than a burst-ramp payoff, steadier than most, and built to keep a board plan and a mana plan growing in lockstep.
