Windwright Mage
The whole design idea was that everything wore metal, and this is the small synergistic payoff that conceit was built to reward: a three-color body whose evasion is conditional on the same artifact-heavy graveyard the deck wants to be filling anyway. The flying clause is the interesting wrinkle, because it reads as a static buff but functions as a deckbuilding tax. An artifact in your graveyard is a precondition you have to engineer, and it can leave (recursion, shuffle effects) and take the wings with it. That fragility is what keeps a lifelinking flyer at this cost from getting out of hand: the body wants to attack, lifelink wants the body to connect, and the evasion that makes connecting reliable is gated behind a graveyard state you do not fully control. Built well, it becomes an incremental life engine that pulls you out of a midrange race; built carelessly, it is a ground-bound creature waiting for something to die. The card is a clean expression of a shard-block instinct: load an allied-color triad's full identity onto a single small creature and let the synergy, not the rate, do the persuading.
