Previous Stats:
2 
2 | 2
: Salvage to field
Current Stats:
1
| 1 
4 | 0 / 6 | 0
Salvage to hand
Honestly, I feel like this card started off as being too good and then got nerfed to uselessness as a result. (Granted, Zanz tends to start cards strong, make them weak, and then buff them again)
Spark has a huge advantage in just being free and not costing your any precious

drained with Fractal, so I doubt this will beat Spark, Recluse, or Psion in terms of any kind of Fractal potential (one has speed, one has best cost/power ratio, one has shield evasion. This one has a recovery effect that you probably would just've used once - ... and it needs to survive your turn, which has forced duo implications too close to Spark). The only thing it does probably beat is Lightning against a player (but that leads to asking why you're not using Spark/BL to begin with).
Salvage is more balanced (?), but on a body like this it's less effective than Protect Artifact since you have to replay your protected card.
I think going back to the original version but making its ability 'Salvage to hand' would've been more reasonable (With or without
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cost), since it loses the cost efficiency it would have against PA.