Biomechan Engineer
The value curve here bends toward the very late game in a way most two-drops never bother with. The enter trigger is honest early-game work: a Lander token is fixing on a stick, ramp that also fetches a color you were missing, and it justifies the body on its own. But the activation is the tell. This is a creature built to still matter when the game has gone long, converting a flooded board into two cards and a 2/2 Robot every time you can spare eight mana. That is not a rate you pay once; it is a mana sink you return to across multiple turns, the design pattern that turns a topdecked ramp creature into an engine. The Insect Artificer's whole job is temporal: cheap enough to deploy on curve for the Lander, expensive enough in its second mode that it only comes online once your ramp has done its work. It reads as two cards stapled together across a single body, an early-game durdle and a late-game payoff, with the Lander itself serving as the bridge between them by helping you reach that eight mana in the first place. The friction is deliberate: eight is a real number, and the token you make is a vanilla 2/2, so the engine rewards a deck that plans to go over the top rather than one hoping to win the midgame.
