Artificer Class
The Class enchantment framing is a slow-roll on an artifact engine, and the three levels map cleanly onto the three problems an artifact deck actually has. The base level is a cost reducer, the kind of persistent discount that shaves the turn's first artifact cheaper without asking you to do anything but keep playing your deck. Level two is the tempo repair: a one-time dig that turns the enchantment from a passive rebate into a card that has already replaced itself, so the mana spent leveling is not mana spent on air. Level three is the payoff and the reason the whole thing is priced the way it is: a recurring end-step copy of any artifact you control, which is where the modest early rate suddenly gets to matter. That escalation is the entire logic of the Class chassis. Leveling happens at sorcery speed, so the copy engine sits in the deck as a threat you buy into on your own schedule rather than a cost bundled onto the discount turn; each rung is a deliberate mana investment paid one at a time. The result rewards a deck already committed to artifacts rather than one hoping to build around a single splashy trigger: the discount is filler, the dig is glue, and the copy is the finish, but only the third of those wins games by itself.
