Scepter of Celebration
Equipment that pays you in bodies rather than stats: the +2/+0 and trample are just the delivery system, and the real payload is the token engine wired to combat damage. The math is where it gets loud, because the payoff tracks how hard you hit, not merely whether you hit. Connect for four and you get four Citizens; connect for eight and you get eight. That feedback loop is the design's whole argument. Each swing widens the board, each wider board raises the odds the next swing lands, and the equipment being just a piece of gear means it outlives whatever removal picks off the wielder, ready to redeploy onto the next attacker. Trample is what keeps the engine turning against blockers rather than shutting off: a chump does not stop the reward, it only shaves it, absorbing its toughness worth of damage before the rest spills through to the player and mints tokens off the overflow. Only a blocker big enough to eat the whole attack denies you entirely, or removal in response. The Citizen tokens being green and white quietly steers the card toward go-wide strategies hungry for fodder for anthems, convoke, or sacrifice value rather than a single hyper-buffed threat. This is snowball design built on a contract the opponent gets a say in: an aggressive value piece that demands you actually break through instead of suiting up and swinging into a wall.



