Dragon's Hoard
Mana rocks that fix all five colors are common enough; the peculiar part here is that the card-draw half is gated behind a tribal trigger you might not even be running for value. Gold counters only accrue when Dragons enter, so the second ability sits dead in any deck that isn't built to flood the board with the type. That gating drives everything else: as pure fixing it loses to cheaper, unconditional rocks, and the draw engine only pays off in the narrow band of decks committed enough to Dragons to keep feeding it counters. It is a fixing-plus-payoff piece priced as if both halves were always live, which means its real rate swings hard depending on how seriously a deck takes the tribe. The any-color mana smooths the multicolor demands that big-Dragon shells tend to carry, and the counters bank slowly into refuel, so the card rewards a deck that ramps into expensive fliers and then needs gas to keep the chain going. Outside that lane it is just a slow, color-flexible rock, and a player who isn't casting Dragons is paying for an ability that will never tick up.








