Horizon Spellbomb
The whole appeal is the second clause. As a colorless fetch-and-shuffle trinket the card does honest deck-thinning and color-fixing work, but stops short of the free-draw members of its cycle. What separates this entry is that the fetch and the cantrip are not the same event: you spend two mana to crack it for a basic, and because that sacrifice puts the artifact into the graveyard from the battlefield, you then get the option to pay green and draw. Nothing restricts the activation to your own turn, so you can hold it up and crack it on an opponent's end step, fetching a basic and forcing a shuffle while replacing itself at instant speed. The green payment is the catch that gates the better half of the card: the fetch is colorless and goes anywhere, but the draw lives behind a color, so the full value only shows up in a deck already producing green mana. That split is the design's whole point. Treat it as a green cantrip with a built-in basic fetch and it earns its slot; treat it as a generic fixer and you have left the stronger half on the table. It rewards a deck that wants to thin lands, fix a splash, and feed a graveyard in one gesture, provided it can spare the mana across three separate payments to pull all of that off.
