Ketria Crystal
A fixing rock cut precisely to the Temur triad, priced by the tension every mana artifact of its kind carries: it accelerates you toward future turns while committing three mana up front, and it fixes at a worse rate than an untapped dual that costs nothing to run. Where a Command Tower fixes for free, this one taxes you the whole cost of a rock to do the same job. What buys back that overhead is the back half. Cycling converts the rock into a spell once the game no longer needs its fixing, which is the difference between a card that clogs a late-game hand and one that trades itself for a fresh draw. A fixing source that becomes dead weight the moment your mana is sorted is a liability; this one cashes out for two mana instead of sitting inert. The design accepts the worse front-end rate in exchange for a floor: even the redundant draw does something. It ramps and fixes early, then replaces itself late. That trade explains why this style of cycling artifact reads best in decks that expect to draw more fixing than they can use, where the option to spend a surplus mana source on an actual card matters more than shaving the acceleration cost.
