Scrounge
Theft routed through your opponent's judgment: you do not pick the artifact you steal, they do, and they will always surrender the least painful one they can. That bargaining structure is the whole design problem. A graveyard piled with cheap bodies (mana rocks, spent Spellbombs, discarded equipment) lets your opponent hand you a scrap and keep the piece that mattered, so depth works against you. The spell is sharpest in the opposite case: when a single high-value artifact is the only thing in the bin, your opponent has nothing else to offer and the choice becomes no choice at all. That is the narrow window where the rate pays off, and it is mostly out of your control, since you cannot manufacture an opponent's empty yard. Note that a token can never be the answer here; tokens stop existing the moment they would hit the graveyard, so they are never on the menu. What separates this from ordinary reanimation is exactly that loss of agency: standard recursion lets you reach for the bomb, while this asks your opponent which bomb they are willing to live without. In an era thick with artifact synergies it read as a reasonable price for permanent theft; in practice it is a sorcery whose ceiling belongs to the person you cast it against, a referendum on how disciplined your opponent was about what they let die.
