Steel Wrecking Ball
Five mana for five damage on entry is a fair, unspectacular removal rate: it kills most things, but it is colorless removal priced high enough to embarrass a red spell. The card seems built for the games where that trigger has no worthwhile target. The discard ability gives it a second life, letting you pitch it from hand for a red-splashed Naturalize instead of dead-drawing a removal artifact into an artifact-heavy board. That is the tension it resolves: colorless removal permanents usually rot against the wrong opponent, so this one folds its own destruction into the answer. It is functionally two spells sharing one slot, and the mode you use is dictated by what the opponent presents rather than by what you drew. The second ability demands colored mana and requires discarding the card itself, and that pairing keeps it from floating as a free utility spell: you commit the whole card to the artifact-destruction plan, no take-backs, and you surrender the five-damage line entirely. There is no overlap, no both-halves game. A colorless permanent that quietly requires red to unlock its flexibility is a small but pointed piece of design, aimed at decks already in the color that want their removal to hedge against boards it would otherwise sit dead against.

