Dross Skullbomb
A cantrip trinket that grows a second life late. The base mode is the familiar deal: pay one, sacrifice, replace the card in hand, and in the meantime it sits on the battlefield as an artifact you can crack for value or feed to something that eats permanents. That first job is the one most cheap cantrip artifacts have offered for years, and it stays unremarkable at that level. What separates this piece is the escalation clause: for a heavier black-inclusive cost at sorcery speed, the same sacrifice pulls a creature back from the graveyard and still draws a card. The design puts the two functions on a single object so you buy the cantrip early and keep the reanimation-lite mode in reserve, deciding turn by turn whether the artifact is a smoothing tool now or a rebuy engine later. The sorcery-speed restriction on the recursion is the tax that keeps the effect fair: you cannot hold the card back as an instant-speed rebuy, and you cannot leave the option up to blank a removal exchange on your opponent's turn. It is a modest card built around a real decision (spend it cheap or hold for the bigger swing), and that flexibility, rather than any single line of the text, is where it earns a slot in graveyard-leaning black decks that want their small artifacts to do double duty.
