Smelt-Ward Gatekeepers
An Act of Treason effect stapled to a 2/4, conditioned on a Gate manabase you would never assemble for the steal alone. The borrow is familiar: take an opponent's creature, untap it, give it haste, then swing or sacrifice it before the turn returns it. The chassis is what changes the math. The red sorcery leaves you nothing once the turn ends; here the theft arrives attached to a body that survives most aggressive removal, so the tempo swing also leaves a 2/4 wall behind. The Gate condition is the entire exchange: control fewer than two Gates and the ability never triggers, so the ceiling is bought with a deckbuilding commitment red rarely makes. That is the cycle's logic. Each common gatekeeper hands a guild-colored reward to anyone willing to lean on Gate lands, and red's reward bites hardest, since temporary theft converts straight into damage or removal where scry and lifegain only smooth the curve. The body is built to reward the manabase rather than the mana value.
