I don't know exactly what the machine pictured
here does, but it seems to do it pretty darn
well. Artifacts actually have a pretty solid
history of sacrificing themselves and each other
for some sort of effect - see Mind Stone, Time
Sieve, et al - and while the time taken to build
to that big payoff ability can vary greatly, it
has the potential to do some pretty
powerful things (yes, it really does let you
cast any card type at all). And you don't even
have to sacrifice Aetherworks Marvel in the
process. Insane!
Our first energy card, so it makes sense to talk
a bit about the flagship Kaladesh mechanic. For
the most part, energy cards are self-sustained
(if they generate energy, they have a way to use
it, and vice-versa), meaning they play well
enough even without additional energy sources.
Of course, more energy sources make them play
better, especially with each other, but you
don't strictly need to load up energy sources in
a deck to play energy cards.
Speaking of that, Aetherworks Marvel is a fun,
fiddly card that loves additional energy
sources. On its own, it's slow and clunky,
trading 6 permanents into the best card out of
your top 6. With other energy sources, it
becomes far more efficient and effective, and it
lets you unload your library faster.
This card is playable in a non-energy deck, but
it's nuts in it. Ratings reflect this fact, as a
best-case scenario for having energy generation.