Surgical Skullbomb
The design trick here is that the enabler costs you nothing extra to include: it never sits dead. Two mana total (one to cast the artifact, one to crack it) buys a cantrip you can fire at your convenience, so the floor is a card that always replaces itself. Hold it, though, and the second mode converts that same permanent into a sorcery-speed creature bounce that also draws, a tempo swing stapled to card selection. This is the cheap-artifact-cantrip lineage refined into a modal tool, where floor and ceiling live on one card and the deck picks which one it needs. That structure does work beyond raw card advantage: as an artifact that sacrifices itself to function, it feeds decks that count artifacts entering, leaving, or dying, without ever asking you to run a card that does nothing on its own. The bounce mode's sorcery-speed restriction is what keeps it honest; there is no instant-speed blowout waiting on the stack, only a proactive play you commit to on your own turn, and the target is limited to creatures, so it cannot answer an artifact or enchantment problem the way a broader bounce spell would. It solves an old deckbuilding tension: how to include a synergy enabler without diluting your draws. Here the enabler is also the payoff, and the payoff collapses back into a plain cantrip whenever that is all you need.

