Artificer's Dragon
Colorless enough to slot into any deck, red enough to reward one: a six-mana Dragon that treats a red source as its price of entry rather than its ticket into your colors. The anthem is priced to matter in a specific kind of board state, where a wide artifact-creature deck already has bodies on the table and needs each of them to hit a point harder; repeatable at instant speed, it turns a stalled ground into lethal combat math or pushes an already-clocking flier past a race. Unearth is the wrinkle that changes how you spend it. Most anthem creatures ask you to protect them; this one is fine dying, because the graveyard is just a second launch pad. A resolved sweeper does not end the card's usefulness, it resets it: for five mana you get the body back with haste for one attack, then pump the rest of the team for another red, and hand it back to exile at end of turn. That single-use return is what keeps the recursion from being oppressive, and it reframes the card as an aggressive deck's insurance policy against removal rather than a permanent engine. The colorless casting cost married to a color-gated activation is the real design idea here: a Dragon that any artifact strategy can run, but that pays out most for the one willing to touch red.


