Reckoner Bankbuster
The design problem it solves is the one that has dogged card-advantage engines forever: how do you print a threat that draws you three cards without it becoming a liability when your opponent is the one attacking? The answer is a body that toggles between two roles, each at its own price. Left uncrewed, it sits as an artifact ticking down its charge counters, one draw a turn for two mana and a tap, entirely immune to sorcery-speed removal aimed at creatures and blank against combat. Crew it (tapping three power's worth of bodies) and it becomes a 4/4 that ends games. Neither mode obligates the other; you pay to draw a card, or you swing, and the choice resizes with the board every turn. The counters meter the engine so it cannot draw forever: three activations empty it and it produces a Treasure and a 1/1 Pilot token whose power counts as 2 higher when crewing, so even the exhausted state pays out rather than leaving a dead permanent. That back half is the tidy part of the design: the card that produced your advantage supplies its own crew going forward (tap the Pilot and it clears the Crew 3 cost on its own), and the Treasure smooths whatever you spent to run it. Vehicles were built to dodge sorcery-speed removal by only being creatures when they choose to be; this one extends that trick into a colorless value engine any deck can slot, which is why it surfaced across decks with nothing else in common.






