Artificer's Intuition Do-It-Yourself Seraph Enlightened Tutor Fabricate Goblin Engineer Guidelight Pathmaker Hoarding Dragon Inventors' Fair Iron Man, Titan of Innovation Kuldotha Forgemaster Loyal Inventor Magda, Brazen Outlaw Moonsilver Key Nahiri, the Harbinger Oswald Fiddlebender Reckless Handling Repurposing Bay Reshape Scour for Scrap Sojourner's Companion Sphinx Summoner Tezzeret the Seeker Tezzeret, Cruel Captain Tinker Transit Mage Transmutation Font Transmute Artifact Treasure Mage Tribute Mage Trinket Mage Trophy Mage Urza's Saga Vexing Puzzlebox Whir of Invention
There are a few different physical zones in the playing space
Geist of the Archives: Spirit No.2, a little heavy and it doesn't have Flying, yet Scry 1 every turn is very good
If they ever reprinted it, it would be sort of like Aetherworks Marvel, except without the energy requirements
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it