Supply Drop
The flash is doing double duty here, and that is why the effect lives on an artifact rather than a straight instant. Cast at instant speed in response to a removal spell or during a blocking step, it delivers a +2/+2 pump exactly when a plain combat trick would: the buff comes from a triggered ability that fires as the artifact enters, so a single cast handles combat and leaves a permanent behind. That leftover permanent is the second job. Once the pump no longer matters and the board has stalled, the sacrifice ability turns the spent artifact into a fresh card, so the mana paid up front never becomes wholly dead. It is a deliberately unglamorous design: a combat trick that refuses to rot into a useless draw in the late game, priced so that neither half is efficient enough to build around on its own. The strategic tension is between wanting the pump early and wanting the card later, and the artifact's persistence lets a player defer that choice rather than commit to it on cast. Colorless flash tricks are scarce precisely because most creature pump lives in green and white; routing the effect through an artifact hands it to any deck at all, at the cost of a rate no single color would tolerate.
