Eye of Malcator
Two designs are welded together here, and the join is the interesting part. The scry on entry is a small draw-smoother, the kind of value clause stapled to blue artifacts so they are never dead cardboard. The recurring animation is the real engine: every artifact that follows sets this to a 4/4 Phyrexian Eye for the rest of the turn, then it recedes into an inert permanent. That reversion is what buys the aggressive rate. It is a beater that only exists on turns you are already deploying artifacts, so it never threatens as a standalone body. Removal is a real cost, though: it is always an artifact, so any artifact-destruction effect answers it at will, whether or not it is currently a creature. The animation expires by the end step and grants no vigilance, so the body blocks only when an artifact happens to enter on the opponent's turn. Note also that the trigger sets its base power and toughness to 4/4, not increments it: chaining three artifacts in a turn animates it three times but never makes it bigger than 4/4, so the payoff is uptime and consistency of the swing, not scale. The design leans on artifact density rather than any single trigger, keeping the permanent technically not-a-creature whenever nothing has entered. It is a payoff dressed as a value piece: the old idea of rewarding you for the deck you were already building, pushed onto a static permanent that flickers to life on demand rather than a creature that has to survive.
