Shenanigans
Artifact removal that never quite dies is the pitch here, and dredge is the mechanism that delivers it. Most red answers to artifacts spend a card and move on; this one keeps offering itself back. Cast it to blow up a Signet or a load-bearing combo piece, and once it sits in the graveyard, every draw step becomes a choice: mill a card and return this to hand, or take the card off the top. Against an opponent who keeps redeploying their toys, that recursion converts a single answer into a stream of them, one per turn cycle, for the price of a card you feed to the yard rather than your hand. That cost is the tension worth naming. Milling to recur it reads as pure downside in a fair red deck that wanted those cards, but flips to an asset in a build that wants a stocked graveyard, so the same sorcery lands in two very different shells for opposite reasons: hard artifact removal in grindy matchups, a self-milling engine for graveyard strategies. Grafdigger's Cage is the archetypal target: a persistent artifact hate-piece that shuts off recursion decks, exactly the kind of thing you want to answer once and then answer again the next time it shows up. Shenanigans handles that shape of problem cheaply, paying only mill you may have wanted to pay anyway.



