Irrigation Ditch
Allied-shard fixing of an early multicolor era handled its job by paying rent in one color while keeping the splash in reserve. The default mode taps for white, a source you accept entering tapped because the land's real value is liquidity: when the deck finally stalls on its off-colors, you crack it for green and blue together, converting a single white source into two of the colors you were short on. That conversion is the design pivot. Much fixing of the period traded life (the painlands) or shuffled through fetch effects; this approach traded permanence instead. The cost is unforgiving, because sacrificing the land surrenders a permanent land drop, so it functions as insurance rather than a primary source: you hold it for the splash and accept that cashing it in shrinks your manabase by one. The conversion is also deliberately lopsided, since the colors it produces on sacrifice are not the color it taps for, which restricts it to a deck genuinely reaching across all three Bant colors rather than one comfortably seated in white. Original dual lands had already solved the painless-fixing problem years earlier; what this cycle offered instead was a budget-rarity option that spread one color across a tapped land and held a two-color burst on layaway. A fragile but honest answer for a deck that needed reach more than it needed speed.
