Team Transmitter
Strip away the tribal rider and what remains is a colorless three-cost source that fixes for any color: functionally a slower, artifact-flavored version of the mana rocks that have filled that slot for as long as rocks have existed. The lifegain is what earns the creature-type dependency, and it is deliberately meager: one life per Hero entering, no scaling, no ceiling, no engine bolted on. That restraint is the tell. This is a supporting piece built for one specific shell, where the fixing comes first and the incremental life is a small bribe to keep the card on-theme rather than a reason to include it. In a deck that leans on token generation or repeatable Hero-flicker, the drips accumulate into a genuine cushion; anywhere else, only the tap ability will ever see use. Fixing with a flavor hook, priced and scoped exactly as a role-player should be.
