Krark-Clan Engineers
The arithmetic here is brutally honest: you feed two artifacts into the maw to destroy one, a net loss of two cards to answer a single target. That is the kind of rate that only makes sense when the artifacts you sacrifice were never meant to survive: spent equipment, drained mana rocks, the husks left over after an artifact-heavy deck has already extracted their value. The repeatable activation cost of one red is almost an afterthought next to the body count. What the design is really after is the seam between artifact-matters synergy and artifact destruction, a Goblin Artificer that turns your own graveyard-bound junk into removal while incidentally feeding any payoff that cares about artifacts dying or being sacrificed. The Goblin itself is throwaway, present only to give the ability a place to live. As a clean piece of disruption it is wildly inefficient; as the back half of an aristocrats-style engine where the sacrificed artifacts were already going to leave play, it converts a sunk cost into a hard answer. This is the kind of red artifact saboteur that asks you to overcommit to artifacts first and reap the leverage second, rewarding decks that treat artifacts as fuel rather than permanents to protect.
