Hierophant's Chalice
Three mana for a rock that taps for a single colorless mana sits at the very bottom of the ramp hierarchy, and the drain-a-life rider is the only thing that gives this slot a reason to exist. The math is unsentimental: a Manalith-adjacent artifact that produces one colorless mana at that cost is a losing rate almost everywhere, so the one-point life swing on entry is the whole pitch, a consolation trigger bundled in to nudge the card from "never" toward "filler." Where it earns anything is the narrow space where that swing on arrival is the point rather than a bonus: recursion shells and blink engines that re-fire the drain over and over, turning a single life point into a slow clock and a steady gain. On its own the mana ability is too expensive and too colorless to matter; chained through sacrifice-and-rebuild loops, the drain becomes the reason it is in the deck at all. That gap between the standalone rate and the engine-piece ceiling is the honest read: a common-rarity rock whose mana ability is the least interesting thing about it, built for a player who wants a cheap, recurrable artifact to feed an aristocrats payoff more than they want mana to cast spells.
