Jungle Shrine
The Naya land, and the structural template for a whole generation of three-color fixing. The deal it offers is simple and old: pick up three colors of mana on one card, pay for it by losing the turn it enters. That tapped clause is the entire tax, the same tax the early dual taplands charged before this color grouping had a name. There is no scry, no gainland trigger, no upside attached: just the shard identity (red, green, white) and the lost tempo. What makes the design durable is that it sidesteps the costs that haunt fetchable duals and painlands. It never deals damage to its controller, and it cares nothing about basic-land types, so it slots into any deck willing to eat the enters-tapped speed bump. The cost is paid entirely up front and entirely in time. When later wedge-colored trilands arrived, they kept this same skeleton exactly: enter tapped, tap for three colors, nothing else. That this card became the reusable chassis for every three-color combination Wizards has built since, with no errata and no power creep, is the quiet measure of how clean the original math was. For grindy three-color midrange, where an early tapped land rarely costs a real turn, that has been a bargain worth paying again and again.

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