Ironclad Revolutionary
The whole proposition lives in the sacrifice clause: feed this a spare artifact on the way in and it arrives as a 6/6 that has already cost each opponent two life. That conditional is the entire reason it exists. Without an artifact to give up it is a 4/4 for six, a body nobody pays that rate for; with one it converts a token, a Treasure, a played-out Servo into stats and a uniform life hit in a single trigger. The design assumes a board already producing disposable artifacts, which is why it reads as a payoff rather than a standalone threat: it is the back end of an engine, not the front. The Aetherborn flavor (a created-being artificer cannibalizing the very fabrication economy it was born into) tracks the mechanic closely, since the card literally trades the work of artifice for its own growth. The balancing wrinkle is that the sacrifice is one-shot and tied to entering: no repeatable life loss, no activated outlet, just a single ETB conversion that demands you have the fodder ready the turn it lands. Six mana is a lot to ask of a creature whose ceiling is gated behind owning something else to throw away, and that tension (premium cost, conditional payoff) is what files it under build-around rather than role-player.
