Rapacious Dragon
Two Treasures come stapled to a flying body, and the split between them is where the value hides: think of the tokens as refunding almost half of what you paid, so the flier arrives cheap and the ramp arrives free, or the reverse, depending on which half you actually needed that turn. Unlike ritual-style acceleration, the Treasures do not vanish at end of turn. They wait as artifacts until you want a burst turn, a color you were short on, or material for something that eats artifacts. That patience is the real dividing line: the card ramps the way a mana rock ramps (deferred, on your schedule) while also leaving evasive pressure on the board. The design leans on Treasure precisely because Treasure sidesteps the color pie: two mana of any color is fixing open-ended enough that a beatdown creature has no business also handing it out, and the price tag is where that combination gets paid for. This is a workhorse, not a bomb, aimed at decks that want their ramp piece and their curve-topper to be the same card, and at artifact-matters shells that read the two tokens as raw material rather than mana.

Rules text
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Other printings
- Tarkir: Dragonstorm Commander#229
- Foundations Jumpstart#588
- The List#2XM-140
- Commander Masters#248
- Starter Commander Decks#154
- Jumpstart 2022#80
- Game Night: Free-for-All#85
- Double Masters#140









