Rose Room Treasurer
The Alliance keyword's whole premise is a per-turn throttle dressed as reward, and this ogre reads it in two gears. The first two creatures you deploy or flicker each turn pay you in Treasure; from the third onward, every entry offers instead to pump mana into a Fireball bolted to a body. That soft cap is the balancing act. Without it, a token engine plus this card would bury an opponent in artifacts every combat step, so the design forces a sequencing question rather than a timing trick: which creatures fall inside the first two resolutions and mint ramp, and which land after, arming a scalable damage spout. You cannot wait for the counter to tick, since only creatures entering tick it; the choice is about the order you commit a go-wide board, not about holding cards for a threshold that only creatures cross. The reload is where it gets dangerous: because the burn triggers on later Alliance resolutions rather than a single activation, one crowded turn can chain several X-payments, picking off blockers, planeswalkers, or a face as the fuel allows. Red has a long shelf of creatures that punish a crowd (Purphoros pings the whole board, Impact Tremors chips on every entry, Goblin Bombardment converts fodder to reach), but this one is stranger: it turns board development into either mana or damage, never letting you bank unlimited amounts of both in the same turn.




