Hyperion Blacksmith
Tap-or-untap on a stick was a strange tool for red in 1994, and this artificer offers one of the era's purest takes on it. Red had been the artifact-hate color since Alpha, when Shatter set the template, but where Shatter destroyed a piece outright, this asks for something subtler: an ability that repeatably manipulates an opponent's artifact instead of removing it. The catch that defines the whole texture of the effect is that tapping an artifact does not stop its controller from activating it in response; against a permanent with a powerful tap ability (a mana rock, or something like Nevinyrral's Disk), the threat of tapping it down forces an early, off-tempo activation rather than a clean lock. That is what keeps repeatable artifact interaction from being oppressive: you do not get to deny the ability, only to pressure its timing onto your clock. The targeting restriction (opponents' artifacts only) is doing real design work, too: it deliberately forecloses the obvious untap exploit, the one where you free up your own mana rocks for extra mana, leaving this purely disruptive with no engine payoff for the controller. A fragile 2/2 whose ability requires tapping the creature is why it never escaped its era, but the underlying idea (color-pied artifact disruption built as a creature activation) is one Wizards has circled back to since, usually with cleaner numbers and narrower targets.
