Mage-Ring Responder
The math is the whole pitch: pay seven to cast it, and every swing fires seven damage at a creature the defending player controls, killing nearly anything in the game outright. The catch is that it never untaps on its own, so each attack costs another seven to ready it again. That clause turns a colorless beater into a deliberate resource sink, a creature you commit to slowly across turns when you have mana to spare and nothing better to do with it. The damage trigger does not require the attack to connect or even resolve unblocked; it fires on declaration, so the body can punch a removal-worthy threat off the board while the seven-power frame keeps swinging at the player. That decoupling of the kill-trigger from combat damage is the design quietly doing the heavy lifting: blockers do not protect their creatures, only their life total. As a colorless seven-drop with no color identity, it slots into any deck that can stomach a top-end golem and feed it mana, which is the kind of generous, format-agnostic ceiling that big-mana ramp shells and artifact-matters builds have always rummaged through for finishers. It is built for the long game where seven mana per activation stops being prohibitive and starts being routine.
