BuildingCost: 4ATK: HP: 4
①, ⤵ → Draw a card. Put up to two tech 0, I and/or II units from your hand into play. Those units gain haste and ephemeral. (They die at end of turn.)
RedAnarchy Tech II

Card-Specific Rulings
When you put units into play with this ability, you don't have to pay for them and you don't have to meet the tech requirements for them either. — Sirlin
The units gain haste and ephemeral permanently. So if they don't leave play after one turn, they'll keep trying to die every turn, and Wandering Mimic will get haste from them. — sharpo
Ephemeral Rulings
Ephemeral triggers at the end of each player's turn. — sharpo
Haste Rulings
Haste allows things that came under your control this turn use exhaust abilities, which means abilities that have exhaust as part of the cost (that is, the exhaust symbol BEFORE an arrow.) Haste also allows units and heroes to attack that came under your control this turn. — Sirlin
Things do NOT need haste to become exhausted as the result of an effect. For example, you can play a unit then immediately exhaust it with Boot Camp because the exhaust is an effect there, not a cost. — Sirlin