Heap Gate
Gates as a subtheme usually live on defensive commons that enter tapped, fix two colors, and gain a little incidental life; the payoff for building around them has always been thin. This land keeps the "you have several Gates" premise but cashes it out as repeatable ramp instead. The third ability is why it exists: pay a mana, tap this Gate, and tap another untapped Gate you control to mint a Treasure. Because Heap Gate itself must tap as part of that cost, the engine runs once per turn, not once per surrounding Gate. That stacked cost line (a mana, its own tap, a second Gate's tap) keeps it honest, holding it back from being a splashable value rock. It reads like a repeatable rock only if you misjudge the tap math; in practice each turn converts exactly one Gate's tap into a Treasure, plus a colorless source and a one-mana any-color filter on the off-turns. Having more Gates does not raise the dividend: it just gives you more untapped lands to feed the cost from, so the engine keeps firing while your other Gates stay available for their own mana. For a deck already counting Gates, this finally pays past the trickle of life those commons offer; for anything else, the tap tax and second-Gate requirement leave it a slow colorless source with a color filter bolted on.

