Tolls of War
The Clue it makes on entry is not a bonus: it is the first meal for the second ability. Crack the Clue during your turn to draw a card, and that sacrifice mints a 1/1 Ally, so the enchantment converts its own entry into a cantrip and a body for just the the Clue costs to crack. From there it keeps paying out as long as you have permanents to feed it, one token per turn you sacrifice something on your own turn. The once-per-turn clamp on the Ally trigger flattens the reward: five sacrifices in a turn still produce a single 1/1, so nothing about this rewards volume. That inversion is the whole strategic point. Because the payout does not scale with what you throw away, the ideal fodder is the cheapest thing on the board (a spent Clue, an expendable token, a Treasure you no longer need), leaving your real permanents intact. That runs opposite to a death-counting aristocrats payoff like Blood Artist, which wants as many bodies dying as possible; here you want exactly one cheap sacrifice per turn and then to move on. It sits in the white-black tradition where disposal becomes card advantage and board presence, but it arrives there through voluntary sacrifice rather than combat or removal, widening the board a creature at a time while the graveyard quietly fills underneath it.
