Trigon of Infestation
The whole Trigon cycle ran on the same charge-counter clock, but this is the one wearing the poison. Each token it produces is a 1/1 with infect, so the artifact is not assembling a board so much as accumulating poison counters on the slow drip: pay two, crack a counter, get a one-point threat toward the ten that ends a game. The recharge mode is the wrinkle that keeps it alive past three activations. Two green and a tap reloads a charge counter, so a player with mana to spare can run the engine indefinitely, never spending it down to nothing. That tension between draining the artifact for immediate pressure and feeding it to keep the engine perpetual is the strategic axis: a colorless body that asks for green only when you want it to last forever. It is a grind tool dressed as a threat factory, slow by construction, the kind of thing that lives in decks intending to win on a long axis rather than a fast one. The catch is that infect without trample means a chump block stops the clock cold: a blocked 1/1 hands its lone counter to the blocker as a -1/-1 marker and adds nothing to the opponent's poison total. The tokens only count when they connect, which makes the trigon a patient engine that still has to navigate combat to cash in. There is no creature here to kill, only a counter ledger to interrupt before the poison adds up.
