Gruul Locket
The whole Locket cycle exists to answer a chronic problem for two-color decks: what does your third turn do when you have no play and no way to convert flooded mana into cards later? Tapping for either of your two colors solves the early problem; the four-mana sacrifice-for-two-cards mode solves the late one, turning a dead draw in the top-heavy turns into fuel. The hybrid activation cost is the quiet piece of the design: those pips can be paid with red or green in any combination, so the card never strands you the way a strict double-pip requirement would, and it slots into a two-color base without adding tension to an already stretched manabase. It is a deliberately unexciting rate, which is the point; the ceiling is capped low enough that no format has to fear it, while the floor is high enough that it always does something. Every guild received one of these, and each plays the same role for its pair, which makes the cycle a useful baseline for what "generically fine fixing with a late-game outlet" looks like when a set wants to support two-color midrange without printing anything sharp.
