Maul Splicer
The 1/1 body is almost beside the point: seven mana buys two 3/3 colorless Golems for six power of artifact creatures, plus a static grant that gives every Golem you control trample. That static is worth dwelling on, because it shapes how the tokens threaten the board. Two 3/3s without trample stall behind any chump blocker; two 3/3s with trample force chunks through, and a third splicer or a single pump effect tips the math from incremental to lethal. But the grant lives on the artificer, not on the tokens, so it is the body that keeps the keyword switched on: kill the 1/1 and the Golems revert to grounded 3/3s. The splicers are built as a small Phyrexian family where the creature you cast and the tokens it makes are mechanically distinct types, which lets multiple anthem effects stack without stepping on each other; each new splicer both adds bodies and upgrades the bodies already down, whether by trample here or by another keyword elsewhere in the cycle. The tax is plain. Seven mana for a fragile artificer is a rate that only pays in a deck committed to flooding the board with Golems and protecting the engine, where the trample converts a pile of midsize artifact creatures from a wall of blockers into a closing line.


