Mishra, Tamer of Mak Fawa
The two abilities pull in opposite directions, and that friction is the whole design. Ward that costs a sacrifice turns your entire board into a tax on interaction: every removal spell, every steal effect, every targeted disruption now demands your opponent give up a permanent of their own before it can resolve, which reads as protection but quietly asks them how badly they want the trade. Then the graveyard clause hands your dead artifacts a red-black recursion outlet, letting each one return with haste for a turn before exile clears it away. Put those together and you get a machine that wants to spend artifacts, not hoard them: unearth is a one-way ticket, and both abilities reward a board built to be consumed rather than held. Historically, artifact recursion in these colors leaned on outright reanimation or sacrifice-for-value loops; this pushes toward a churn engine where the artifacts are ammunition, thrown and burned and thrown again. The unearth grant matters most because it is granted rather than printed: it turns any artifact that hits the yard, regardless of whether it was designed for the graveyard, into a hasty one-shot threat or a re-triggered enters-the-battlefield effect. As a 4/4 for five that asks you to treat your own artifacts as consumable while making your opponents pay in permanents to interact, it is less a beater than the throttle on a self-consuming loop.




