A Realm Reborn
The trick is in the word "other." Cryptolith Rite and its ancestors turned your creatures into mana producers; this one skips the tribal narrowing and hands the ability to every permanent you already control, artifacts and enchantments and lands and creatures alike, without caring what any of them are. That breadth is the whole gambit: at six mana it does nothing the turn it lands unless you have already committed a board, so the enchantment is priced as a payoff for a wide table rather than a builder of one. What it produces once that table exists is not incremental ramp but a color-fixing engine of arbitrary width, every token and mana rock and idle body suddenly tapping for any color you name. Green already fixes colors better than any color in the game, but it does so through lands and dorks that must be found, cast, and protected one at a time. This collapses that whole process into a single line: the permanents you already have become the fixing, converting a quantity of bodies you assembled for other reasons into a mana base that answers any casting cost. The cost of that conversion is fragility and timing. It is a sorcery-speed investment that folds to a single board wipe and asks you to already be ahead before it pays anything back. Where the older mana-Rite effects rewarded going wide with creatures, this rewards simply going wide, and that generalization is what separates it from a green Cryptolith Rite.



