: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Yes Man is a mono-white card-advantage engine: each turn you tap to hand it to an opponent, draw two cards, and stack a quest counter on it. You then reclaim it (Homeward Path, recursion, or sacrifice payoffs) to repeat the loop, and when it finally leaves the battlefield you bank an army of Soldier tokens equal to its counters. Build a value/tokens shell that turns relentless card flow into a wide board and grinds opponents out.
Repeatable card advantage in a color that historically struggles to draw
Cheap 3-mana body that pays you off whether it stays donated or dies
Quest counters convert into a free token army on any leaves-the-battlefield event
Hard to interact with profitably—killing it just hands the owner soldiers
You physically lose the artifact each activation and need a reliable way to get it back
Activation is restricted to your own turn, slowing the engine
Mono-white means limited ramp and few finishing combos without support
Opponents can sacrifice or exploit it while they control it, denying you the body
Sacrifices Yes Man (or its tokens) for mana, triggering the Wild Card payoff while fueling more activations and recursion.
Add more cheap recursion and control-grabbers (Homeward Path, blink effects, even Brago) so you never lose the engine permanently, and lean into white's best stax pieces to slow faster decks. Prioritize token doublers, anthems, and sacrifice-for-value outlets like Skullclamp and Ashnod's Altar to make every counter matter, and round out with mana rocks (Sol Ring, Smothering Tithe) so you can activate plus reclaim in a single turn.