Starnheim Memento
A mana rock welded to a repeatable pump spell, with the seam showing on the back half. The first ability is exactly the white fixing you expect from a three-mana artifact: tap for one white, ramp toward whatever the deck is assembling. The second is what gives the rock a second act, letting it hand a creature +1/+1 and flying, but only as a sorcery. That timing clause is the entire tax on the effect: the pump has to be committed proactively on your own turn, never held back after blocks to steal a race or ambush an attacking flier, so the evasion becomes a plan rather than a trick. What the card rewards is a stalled ground board, where lifting one beater over a wall of grounded blockers, turn after turn, matters more than the two mana it costs each time. The flying is real evasion but not absolute; a defender with reach or its own flier can still trade with it, so the plan works best against boards that have gone wide and low rather than up. Fusing fixing with a mana sink is old hat, and most such cards pay for the sink by making it expensive or one-shot; this one keeps the activation cheap and repeatable and buys that back with the timing window instead. A modest piece built for a grindy white deck that wants its ramp to still be doing something deep into the game, long after the mana it makes has stopped being the point.
