Rasputin Dreamweaver
Seven dream counters do double duty as a mana pool and a damage buffer, and the whole card is a study in spending one resource against itself. Every counter cracked for colorless mana is a counter not held back to prevent the next point of damage to a 4/1 that dies to almost anything. The upkeep refill is the wrinkle that turns this into a budgeting problem rather than a combat decision: counters return only if Rasputin started the turn untapped, so attacking with the 4/1 forfeits next turn's restock. Hold back and the body sits there doing nothing but storing fuel; swing and you stall the engine. The cap at seven enforces a use-it-or-lose-it pressure once the battery is full, since further upkeeps will not stack value past the ceiling. The 4/1 is the tell that this was costed as a utility piece rather than a finisher: the power is large enough to matter in a swing, but the toughness telegraphs the intended mode, sitting back generating mana and shrugging off incidental pings via the prevention shield. Note the asymmetry: the counters never touch offense directly; they fuel mana or shore up Rasputin's own survival, nothing more. It is a Legends design in the most literal sense, a legendary creature built as a small self-contained subsystem, asking the player to manage two competing demands on a single shared, slowly replenishing resource.

