Staff of Compleation
The whole design runs on a single conversion rate: life into effect, one activation per turn. Every mode is a piece of utility a colorless artifact rarely gets to hold in one slot: color-fixing mana, a card, a proliferate, and a destruction effect aimed only at permanents you own. That "you own" clause is the wrinkle, not a downside dressed up as flavor: it turns the mode into self-serving cleanup rather than interaction, a way to crack your own tokens, destroy a stale enchantment you control, or slip a creature into your graveyard on your terms before an opponent can exile it. The life payments are the throttle, and each mode scales its cost to its power, so the drain compounds the moment you reach for the stronger effects. The base artifact taps for exactly one activation per turn, and that ceiling is the real tension. It is the reason the untap ability exists: pouring enough colorless into the Staff fires it twice, converting a mid-game mana glut into a repeatable life-for-value engine. Proliferate is where it stops being a generic rock and asks for a home; in any deck stacking loyalty, poison, or +1/+1 counters, a repeatable proliferate that also fixes mana and draws is a genuinely rare all-in-one. A colorless artifact that plays every role at once, priced in the one resource that caps how greedy you can afford to be.




