Steal Artifact
The original take-an-artifact aura, and a snapshot of a design philosophy Magic moved away from almost immediately. Control Magic existed from the start at the same cost for any creature; this is the artifact-locked cousin, and the fact that Wizards thought artifact theft deserved its own dedicated four-mana enchantment tells you how the early game read the board. Artifacts in those first sets were the persistent threats: Mox rocks, Juggernaut, Su-Chi, the Sol Ring engine, the Icy Manipulator lock piece. Stealing one permanently for two blue and two generic was priced against a metagame where artifacts were the format's heavy machinery and blue was the color that punished you for relying on them. The card slid into obsolescence not because the rate is bad but because the conceptual slot collapsed: modern artifact answers are either cheap removal (the Disenchant lineage) or splashy reanimation-style theft on a creature body, and the dedicated enchantment-that-steals-one-permanent-type pattern stopped getting printed once auras as a category fell out of favor for removal-grade effects. What remains is a window into blue's color pie before the designers had finished drawing the lines, from a moment when commandeering the opponent's best piece of machinery was worth a turn-four investment and your enchantment slot.


















