Missy
The first ability is a table-wide graveyard tax that does not care whose creature died. Every other nonartifact creature that dies, yours or an opponent's, comes back tapped under your control as a vanilla 2/2 Cyberman artifact. It launders creatures across the type line: the corpse loses its text, its color, its abilities, and becomes a countable little robot stapled to your side of the board. Board wipes stop being reset buttons and start being harvests; combat trades feed you rather than trading down. The end-step villainous choice is where the conversion cashes out. Either the artifact army pings each opponent for one apiece, which grows more punishing every turn Missy stays alive, or the opponent hands you a card and triggers a chaos effect. The two abilities are directly geared into each other: the death trigger builds the artifact-creature count that makes the damage branch bite, so the more creatures die anywhere on the battlefield, the sharper the choice you get to hand out. Only the damage branch scales with the swarm; the draw-and-chaos branch is the escape hatch an opponent takes when the ping is lethal, which is exactly why offering both makes the choice hurt. Cyberman conversion is doing something recursion rarely attempts: it is not selective, not owner-restricted, and not creature-type-preserving. It repurposes the whole graveyard into a single, repeatable, opponent-facing decision, which makes Missy one of the more genuinely political engines the villainous-choice mechanic has produced.





