Ultron, Artificial Malevolence
The design's most singular move hides in the second clause: "if the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types." Every noncreature artifact you play becomes a candidate for a body. An Equipment, a mana rock, a token-maker, a Vehicle that never needs a crew: pay the and it enters as a fully animated 2/2 copy that still carries the original's static text and activated abilities. Most copy effects that touch artifacts leave you with a duplicate that sits there; here the duplicate walks onto the battlefield already able to attack. The
per trigger is the pressure valve. It scales with how many artifacts you can chain in a turn, so the ceiling has no natural cap, but the floor stays honest because a mana-hungry board of animated artifacts still has to survive to swing. The 2/4 shell is almost incidental; this is an engine that happens to have legs. There's a real tension in what the ability asks of you: it copies things that were good precisely because they weren't creatures, then exposes those copies to creature removal they never had to fear before. Each trigger becomes a small negotiation, weighing the extra body against the mana spent and the new angle of attack you're handing your opponent.


