Tezzeret's Simulacrum
The whole package is a conditional payoff: a clean 2/3 artifact body that taps each turn to chip an opponent for a single point, then triples that output the moment you control a Tezzeret planeswalker. That gap between floor and ceiling is the entire design intent. It is a creature built to make a named planeswalker worth caring about, a synergy piece whose floor (a tapping one-point ping) is deliberately unexciting so that the ceiling (three life a turn, every turn, at no further cost) reads as a reward for committing to the theme. The Golem type and artifact frame are not incidental: this is a constructed-as-machine soldier built in service to its master, and the loyalty-test condition of "do you control my walker" is one of the cleaner ways a design has tied a generic artifact body to a specific named planeswalker without spending the walker's own ability slots on it. Strip the condition away and you have a slow inevitability clock, the kind of repeatable life-loss engine that small attrition decks have always wanted; bolt the condition back on and it becomes a reason to run the Tezzeret you were already running. The tension it resolves is how to reward planeswalker loyalty without parking the payoff on the walker itself, where it would compete with the abilities the planeswalker already wants to be doing.
