Reinforced Ronin
The bounce clause on the end step is not a drawback bolted onto a red one-drop; it is the whole point. A 2/2 with haste that returns to hand every turn is a recurring source of pressure that keeps dodging sorcery-speed removal (attack, swing back to hand, redeploy next turn), but the genuinely clever part is that returning to hand hands you the escape hatch. The Channel line lets you discard it for a fresh card whenever the aggressive plan stalls or the board goes wide against you. That is a one-for-one swap, not card advantage: you are trading a threat you cannot profitably deploy for a look deeper into your deck, converting a stranded beater into filtering you would otherwise have to pay full price for. It is a design that refuses to be dead weight: too far behind to attack, and the same card becomes a dig toward whatever the game now demands. The Human Samurai typing and artifact status give it synergy hooks a vanilla red beater would not have, but the load-bearing tension is between the two modes. Every turn it is back in your hand it demands a decision about whether two points of haste damage is worth more than the discard-to-draw. Red rarely gets both an early clock and a graveyard-agnostic way to cash in a spent threat, and pricing the Channel at two mana is what keeps that flexibility from being free.

