Rasputin, the Oneiromancer
The reference is deep: the vizier from a decades-old game supplement, reborn as a legendary Wizard whose dream counters trace directly back to that original card's sleep-magic economy. What that lineage produces is a battery whose fuel scales with the table. Every opponent hands you a dream counter on the way in, so a two-player game leaves this a lonely 4/1 with a single charge, while a four-player pod loads it up like a ritual. The two sinks pull in opposite directions: one converts counters into a lump of colorless mana for a single burst, the other spends them one at a time for a stream of 2/2 Knights with protection from red. That protection clause is not incidental. The card also gifts each opponent a 1/1 red Goblin on arrival, so you are seeding the board with exactly the creatures your Knights are built to ignore, a self-contained aggressor-and-answer package where the tokens you give away can't touch the tokens you keep. The tension is that everything runs on a finite, non-replenishing reserve: once the dream counters are spent, the engine is a fragile body with no reload, so the interesting decision is always whether to dump the whole reserve into a single explosive mana turn or ration it into a wall of red-proof blockers over several turns.

