Mardu Monument
Two mana on turn two buys a search: a basic Mountain, Plains, or Swamp to hand, smoothing a three-color wedge manabase and replacing itself as a card. That is the honest, everyday function, and for most games the only one. The artifact then sits inert until you can afford the five-mana, all-three-colors sacrifice cost, at which point it converts into three 1/1 Warriors with menace and haste. The deferral squares the accounting: the fixing arrives cheap and early, the board-flood locked behind a Red-White-Black tax you cannot reach for several turns. The sorcery-speed clause on the activation forbids ambush, so the token burst is a proactive push, not a combat trick: three hasty bodies with menace, wanting a battlefield where forcing two-creature blocks already strains the opponent's defenses. The design reads as two half-cards fused at the printing, a piece of early fixing welded to a late-game finisher, with the tension between them left deliberately unresolved. Its ceiling depends on surviving to the sacrifice cost with a board that punishes doubled blocks; its floor is a competent color-fixer that gets played for its enters-the-battlefield search and never cracked at all. The gap between those halves is the whole character of the card: the top end is a haymaker, the reliable part is card selection, and the sacrifice mode is a bonus you reach for only when the game runs long.
