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Tapping is usually the cost, not the trigger; this enchantment inverts that. Whenever your creatures become tapped (attacking, activating, crewing, convoking, tapping for value) it fires a loot and stacks a plan counter, so it rewards a board that is already busy without demanding any new expenditure from you. That reframing is the design idea: it converts the routine act of committing creatures to combat or abilities into card selection, and it fills the graveyard with the exact fuel it wants to buy back. Note that the trigger reads one or more creatures becoming tapped, so a wide attack step or a mass convoke fires it once, not once per creature; four separate tapping events count it to the cap, not four bodies turned sideways. The loot is not incidental. It bins the instants and sorceries that the fourth counter returns, so the enchantment doubles as its own setup, digging toward two spells and then handing them back. The four-counter ceiling is a hard clock rather than an open valve: reach it and it sacrifices itself, which makes the whole thing a two-card Regrowth on delay instead of a permanent value tap. It plays cleanest in a shell that generates tapping events across multiple turns and leans on high-impact instants and sorceries worth recurring. Left passive, it counts to four slowly and returns whatever it happened to pitch, which is the honest limit of a card measured by how much your board was already going to do.
