Rosecot Knight
The design trick here is the failure clause. Most impulse-dig creatures either whiff quietly or hand you a consolation card; this one folds the whiff back into the body, so a build light on artifacts and enchantments still gets a 4/5 vigilant blocker instead of a dead trigger. That inversion lets it sit in shells that don't want to be pure artifact-matters piles: you are never punished when the top six come up empty, you are simply upgraded. It wants enough artifact and enchantment cards to hit consistently (and note that artifact creatures and enchantment creatures both qualify, which widens the pool past just noncreature permanents), but it doesn't demand them, and that missing floor is unusual for a dig effect at this rate. The two outcomes are cleaner than they look because the digging is identical either way: you always see the top six, and whatever you don't take goes to the bottom in a random order. There is no consolation selection when you miss, no scry, no ordering: you either pull a permanent to hand or you grow. Vigilance ties both modes together, since a card that either finds a permanent or swells into a bigger attacker wants to keep swinging without surrendering the ground it holds. It is a body-first tutor that treats missing as a second mode rather than a penalty: one line refills the hand, the other refills the board.
