Sidequest: Hunt the Mark // Yiazmat, Ultimate Mark
The front half offers a single point of removal on entry, then settles into a slow Treasure engine gated behind a specific condition: a creature must have died under an opponent's control that turn for you to bank a Treasure at your end step. That gate is what keeps the transform clock honest. The Treasure count climbs off opposing deaths rather than ramp or self-sacrifice, so the flip is paced by whether your board is actually killing things. The end-step check reads state (Saga-style, not lore counters), which means any source of opposing death feeds it, not just this enchantment's own destroy effect. Assemble three Treasures and it flips into a Dragon whose survival button repurposes those same tokens: for and a sacrificed creature or artifact, Yiazmat gains indestructibility until end of turn and taps.
The tap is a real cost, not incidental. Firing the ability to weather a board wipe or a bad block leaves Yiazmat tapped, so protecting it costs you the swing or the block that turn; durability trades against tempo. The two halves also want the same texture of deck. The removal-into-Treasure loop presumes a grinding attrition game where creatures trade constantly; the sacrifice cost presumes a supply of artifacts and expendable bodies, which is precisely what that grind leaves lying around. It is a payoff tuned to a board state you were already building toward, the enchantment earning the fuel the Dragon spends.

