Glint Raker
The pitch here is a feedback loop that indexes on artifact size rather than artifact count: the drake's power scales to the single most expensive artifact you control, and its combat damage then digs a matching number of cards deep for more artifacts. Cast a bomb artifact, the body swells by its mana value, connects in the air, and the trigger reveals a stack that size while filtering an artifact card back to hand. The design tension is that both halves reward the same lopsided manabase: a deck full of enormous artifacts turns a 1/3 into a real clock and a real card-advantage engine, while a deck of cheap trinkets leaves the drake a fragile flier that reveals almost nothing. Flying is doing quiet structural work; the whole payoff routes through combat damage to a player, so evasion is not a bonus keyword but the delivery mechanism the second ability depends on. What keeps it from running away is that the reveal is not selection but a hard dig: you keep one artifact and bury the rest, and if the reveal turns up no artifact at all, you keep nothing and have poured that many cards straight into the graveyard for zero gain. That downside is proportional to how large the drake has grown, so the same commitment that makes it hit hard is what makes a whiff hurt. It rewards a deck that has already gone all-in on expensive artifacts, and punishes one hedging its bets.



