Sunset Pyramid
Three cards' worth of card advantage stapled to a slow drip of selection, all built around a counter that meters how fast you're allowed to spend it. The brick counters are the whole balancing act: each card you draw costs you a tap and two mana, and once the three are gone the artifact keeps the scry but stops drawing entirely. That structure prices the payoff over multiple turns rather than letting it dump value at once, which distinguishes it from the colorless card-draw engines that just charge a flat activation forever. The scry ability survives the counters running out, so the card never becomes fully dead, but it also never accelerates: there is no way to draw more than one card per turn from it, no way to reload the counters, no rummaging or filtering of what you discard. It is a grind tool by construction, the kind of repeatable advantage that wins long games where mana is no longer scarce and the constraint that bites is finding gas. The split between a counter-gated draw and a counter-free scry is the elegant part: it lets the artifact stay useful after its primary resource is exhausted without ever turning into a runaway engine, exactly the discipline a colorless, color-agnostic draw source needs to avoid being an auto-include in everything.



