Ravenous Amulet
The two activations turn a familiar sacrifice-for-value rock into something with its own scoreboard, and the split between them is what makes each half honest. The first ability is a card-draw sacrifice outlet you have seen dressed a hundred ways, but the tap symbol and the sorcery-speed clause together shape how it is meant to be used: once per turn cycle, at a moment you choose and your opponent can watch, with the counters climbing in full view. You cannot dump a dying board into it at instant speed in response to a wipe, because it only fires once and only while you hold priority in a main phase. Each soul counter is therefore both a card already banked to hand and a point of stored life loss, so the artifact poses a sequencing question rather than a building one: how many turns you spend loading it before you cash out, and when. The payoff is the wrinkle, since sacrificing the amulet itself drains each opponent for the accumulated total, which reads as slow attrition against one player and lopsided against a full table. There is no lifegain, no scaling with creature stats, no protection: the counters are the entire ledger. Detonating early does not cost you the cards you already drew (those are safely in hand); it only forecloses the counters you would have added later, while waiting risks the artifact eating removal before you pull the trigger. That tension between the slow build and the one-shot payoff is the whole design.
