Dragonstorm Globe
Two jobs stapled together, and the seam is the whole reason this exists. A three-mana rock that fixes any color is nothing new; a static anthem that grows every Dragon you play is a different animal in a different deck. Bolting them onto the same artifact solves a specific tension in Dragon-tribal builds: the ramp you need to cast expensive fliers on curve normally does nothing once the fliers arrive, and the payload you want later does nothing early. This does both from the same slot, which means it never becomes the dead draw a pure mana rock does in the late game or a pure lord does on turn three. The counter clause matters more than the anthem framing suggests, too: because each Dragon enters with a +1/+1 counter rather than a floating buff, the boost survives the globe leaving play and stacks with anything else that cares about counters, so a Dragon that trades or grows keeps the growth banked on the body. The mana ability earns its keep in the turns before you have Dragons on board, and it lets color-hungry Dragon decks reach across the pie without straining a manabase built for top-heavy, multicolor threats. Neither half is loud on its own; together they answer the exact awkwardness of a tribe that wants ramp early and reward late from the same card.
