Artificer's Epiphany
The conditional clause is the whole pricing mechanism here: an unconditional three-mana instant that draws two would sit comfortably beside the established blue baselines, but the discard rider is the toll you pay for not building around it. Satisfy the artifact condition and you get clean card advantage at instant speed; fail it and the draw-two collapses into a loot, a net wash that smooths your hand rather than growing it. That split makes the spell a barometer for how artifact-dense a blue deck actually is. In a shell running even a token's worth of fixing rocks or equipment, the rider stays dormant and the card reads as straight refill; in a deck with nothing on board, it becomes a filterer that still finds gas while letting you pitch a stranded card. The design turns on when the check happens. The two cards are drawn first, and only then does the spell look for an artifact to decide whether the discard applies. So the requirement is simply that you already control an artifact when the spell resolves; you cannot dig into a fresh artifact with the draw and use it to switch the penalty off, since the check comes after the cards are in hand. That ordering rewards the incidental artifact presence blue decks often carry anyway, without demanding a dedicated build, which is why this has always lived as a complementary draw spell rather than a centerpiece.


