Daretti, Rocketeer Engineer
The reanimation half is doing the recognizable work: sacrifice an artifact, drag a bigger one back from the yard, and collect a second trigger every time you swing. What makes the design worth studying is how the two abilities fold into each other. The power-equals-greatest-artifact-mana-value clause means the payoff and the enabler share an axis: every big artifact you reanimate also grows the body attacking to reanimate the next one. Most recursion engines settle for the loop; this one ties the size of the board directly to the size of the combat clock, so the recursion isn't just value, it's the reason the creature hits harder. The fixed toughness of 5 against a floating power quietly answers the usual problem with variable-power creatures: it survives combat and sweepers at a stable point even when its offensive number bottoms out, leaving a floor to rebuild from. The sacrifice cost is the honest tax. Each return demands you feed the engine a permanent, which means the ideal shell stocks cheap artifacts worth trading up and expensive ones worth trading for, and rewards a graveyard filled deliberately rather than a single bomb to loop. The attack trigger also matters for timing: it fires on the declare-attackers step, letting you rebuild a fallen artifact mid-combat rather than waiting for a fresh cast.




