Phyrexian Ironworks
The old artifact-that-makes-Golems design has always paid its rent up front: a card like Wurmcoil Engine hands you a body the moment it resolves, and you cover the value with the deploy cost. This one inverts that contract. It costs nothing but the three mana to land, then produces exactly nothing until you commit to the plan the name promises: attack, bank energy, and spend it. The energy math sets the pace. Three energy per Golem, one energy per attack, so the engine runs at a strict one-token-per-three-attacks clip unless you are feeding it from elsewhere. That gating is what keeps a cheap artifact from flooding the board; it wants a deck already turning creatures sideways, and it rewards that deck twice, because every attack declaration that would otherwise just deal damage also feeds the token factory. Note the trigger fires on attack declaration, not on damage: alpha-striking into open mana, chump attacks, even attacks that get blocked to nothing all still fill the reservoir. The sorcery-speed restriction on the token ability closes the last loophole, tying the payoff to your own main phase rather than letting you flash in surprise blockers or ambush an attacker. What you are really deploying is a conversion rate: aggression into permanents, one combat step at a time. It slots into the energy-matters space that has grown up around the resource, and it asks that space's familiar question: do you have enough sources to keep the reservoir filling faster than the Golems drain it?
