Robobrain War Mind
Two engines fused into one four-drop, and the seam between them is what makes the card worth building around. The power-equals-hand-size clause turns it into a beater that wants a full grip, while the attack ability restocks that grip: swing, pay three energy, refill. Left alone, drawing on attack would grow its own power the moment you refill, and the toughness of five holds the body upright regardless, so it stays a durable blocker even when your hand runs low. The energy it produces on entry scales with the artifact-creature scaffolding you have already committed, which quietly rewards going wide on robots before this lands rather than jamming it onto an empty board. That entry burst rarely covers more than a swing or two of drawing on its own; sustaining the loop means finding energy elsewhere, and that friction is what stops the whole thing from spinning off into free card advantage. It is a rare piece of energy design that points the mechanic toward a draw-step surrogate rather than the usual damage-and-pump payoffs, and the two halves (a hand-size beater and an artifact-tribal energy generator) each pull deckbuilding in a coherent direction: play cheap robots, keep cards in hand, and let the War Mind convert the board you built into a stream of new options.

