Maze Skullbomb
A colorless trinket with a green escape hatch. The floor is a plain cantrip: spend one mana, crack it, draw a card, so it never sits dead in your hand and can smooth an early draw without asking anything of your colors. The ceiling is where the green pip comes in, cashing the artifact out for +3/+3 and trample on a creature you control before replacing itself in the same activation. Deploy it early as insurance; if the game becomes a race, convert it into reach and a fresh card. The sorcery-speed limit on the pump mode is deliberate: you cannot spring it on a blocker or bluff it at instant speed, so the trample line has to be committed on your own turn as a threat rather than held back as a response. The two abilities are separate activations, not a scaling menu; you pay for one or the other and the artifact leaves for the graveyard either way. Note where the safety net frays: the pump mode targets, so if an opponent removes the chosen creature in response, the ability finds no legal target, fizzles entirely, and you draw nothing. The colorless mode never whiffs. The green one asks you to spend it into an open window and eat the risk of a targeting blowout.
