Salvage Scuttler
The attack trigger is mandatory, and that compulsion is both the design problem and the design promise. Every swing forces an artifact back to your hand whether you want the value or not, which means the body is built to be paired with cheap artifacts whose enters-the-battlefield effects you would happily re-trigger: cost-reduced mana rocks, treasure-style fixing, or any cantrip artifact that pays for its own recast. Left in a deck without that infrastructure, the trigger taxes your own development, bouncing a useful permanent every combat and demanding mana to replay it. That tension is the point: a 4/4 at this cost is a fine attacker on rate, and the bounce is the lever that turns a fair beater into the front half of an engine for whoever can feed it. The crab does nothing clever with the artifact once it lands in hand; the design pushes the cleverness onto deckbuilding, so the payoff belongs to whoever has lined up the right re-castable pieces and the mana to loop them. It is an engine component in search of an engine, and its evaluation swings entirely on whether the surrounding cards can absorb a recurring tempo cost and convert it into recurring value.
