Ichor Elixir
Almost no card in the game acknowledges the planar die exists, which makes this one a curiosity of scope rather than power. That die lives entirely in the supplemental plane-hopping format, where a roll decides whether you trigger chaos, hop to the next plane, or do nothing at all: two blank faces for every one of each active result. This artifact bends those odds by rolling an extra die and letting you discard the worst outcome, which is quietly one of the strongest things you can do to a probability-driven mechanic. More samples plus the right to throw away the miss turns a coin-flip into a favorable draw. The design lesson is that the value here is not a fixed effect but a shift in a distribution, the kind of manipulation red usually gets on card draw or combat rolls, applied to a die most cards never register. The mana-rock half is a concession that a Planechase-only artifact needs a floor: tapping for two colorless keeps it from being dead in the many games where the die never comes up. What earns its slot, though, is the extra die, and only at a table already committed to plane-hopping, where nudging the die repeatedly across a long game compounds into real advantage.

