Pest Rescuer
Two engines bolted together, each quietly feeding the other. The first is a self-sustaining Pest factory: as long as you don't already control a Pest token, upkeep hands you a fresh one whose death is worth a point of life. The second is a static lifegain multiplier, the kind of "plus one instead" replacement effect that applies to every drain, every incidental gain, every death trigger in the deck. Read them together and the intent is plain: the Pest that dies to a sacrifice outlet gains you not one life but two, then the factory reprints it next upkeep so you can run it back. What reads as a slow token generator is really the heartbeat of an aristocrats loop, a recurring body converted into amplified life one death at a time. The replacement clause is discerning about what it touches, though: it multiplies gains, not payments, so the life you spend on Phyrexian mana or a pain land goes out at the printed rate and comes back sweetened only when a Pest dies for it. The token's black-and-green color identity is doing real work too, marking exactly which shell this belongs in: the go-wide, drain-and-sacrifice deck where every trigger wants a warm body to consume. The 2/2 that carries it is beside the point; nobody is attacking with this. It exists to keep the board stocked and the life-total math tilted in your favor.

