Artifact Mutation
Most artifact removal in these colors leaves you flat: the artifact dies, you've spent a card, and that's the transaction. Here the destruction comes with a bonus tied to the target's own size, so blowing up something expensive (a six-mana rock, a clunky equipment carrier) hands you a board where you used to get only a clean answer. The Saproling count scaling off mana value is the design hook, and it makes the trade asymmetric in your favor: a zero-cost accelerant like Mana Crypt or Lotus Petal nets nothing of substance, but a top-end artifact someone leaned on becomes your army. The bigger the threat, the bigger your payoff, which turns a one-for-one into a tempo swing. The "can't be regenerated" clause does less work against the artifacts this would target than it states the principle that the answer is meant to be final. As a piece of construction it belongs to the early gold-card project, where each two-color pair got an effect neither color could produce alone: red supplies the destruction, green supplies the bodies, and the splice is the point. The token plan ties it to green's Saproling tradition, giving it a home in decks that already want fodder for sacrifice outlets or anthem effects, where each dead artifact pays twice. An answer that builds rather than simply subtracts.




