Metallurgic Summonings
The reward structure here is honest in a way most spells-matter payoffs are not: the token you build scales directly to what you spent, so a one-mana cantrip leaves a 1/1 and a five-mana finisher leaves a 5/5. Cheap spells keep the engine humming but the bodies stay small, while the big spells that fill a control deck's curve hand you a real clock as a byproduct. That tension between spell quality and board presence runs in the background without changing how you'd cast your spells anyway. The recursion mode is the second act. Exiling the enchantment to rebuy every instant and sorcery from the yard is the kind of one-shot refuel that ends grindy games, but it is gated twice over: a five-mana activation and a requirement to control six or more artifacts. Those Constructs you've been making are the artifacts, which means the enchantment quietly feeds its own off-switch. You spend a game accumulating tokens, then cash the enchantment in for a hand full of gas, sacrificing the engine to refill the tank. It is a build-around that pays twice from the same set of cards, once as a token factory and once as a graveyard reload, with the artifact threshold tying both halves to the same accumulating resource. The cleverness is that neither mode is complete on its own: the tokens exist so the recursion can eventually fire, and the recursion exists to justify a deck that would rather be casting spells than making bears.



