Cathedral of Serra
Banding with other legendary creatures is among the most baroque ability grants the game ever printed, and this land exists solely to confer it. The mechanism is a color-and-supertype restriction stapled to the most cognitively expensive combat rule Magic ever shipped: when a banded group is in combat, the controller of a creature blocked by (or blocking) that band assigns its combat damage to the band, but the band's controller chooses how that damage is divided. That single inversion turns the damage-assignment step into a negotiation rather than a calculation, which is what makes banding both powerful and notoriously hard to teach. By gating the grant to white legendary creatures, the card demands a board state its own era barely supported: a white legend plus another legendary creature in play at once, the kind of lineup that would not become routine for many years. The result is a land whose ability is theoretically strong (damage redistribution is one of the best combat-math tools in the game) and practically dormant for nearly its entire existence, waiting on a white legend alongside another legendary creature to make the grant matter. It belongs to the broader banding experiment the game quietly retired, the product of a design era built around set-piece combat puzzles rather than the streamlined stack-and-priority model that came later. The flavor (a sanctified Serran cathedral organizing holy champions into formation) is the design idea made literal.
