Tezzeret's Ambition
The conditional is the whole design, and it's a tax disguised as a reward. Three cards for five mana is exactly the rate the late midgame can afford; the discard only bites if your board has no artifact on it, which in any deck running token-makers, equipment, manarock fixing, or vehicles is a clause you stop reading after a few games. The card is structured to look generous to anyone and meaningfully better to artifact players, without ever being unplayable for the rest. That asymmetry is the interesting move: rather than gating the full effect behind an artifact (which would make it a dead card outside the right shell), the design lets the floor stay functional while the ceiling rewards the intended archetype. The comparison point is the long line of expensive blue card-draw sorceries that ask you to overpay for raw cards; this one bakes a synergy incentive into the price without raising the mana, so the artifact deck gets a strictly clean three-for-one and everyone else pays a single discard for the privilege. It is a deliberately permeable build-around: the kind of card that pulls a deck slightly toward artifacts without demanding it commit, which is harder to design than either a pure refill spell or a hard artifact payoff.

