Obelisk of Bant
One of five mana rocks built to fix for a specific three-color shard, this one taps for the green-white-blue triple and nothing else. The design problem it answers is older than the card: a three-color deck needs to assemble all of its colors early, and the cheaper two-mana filtering rocks of the era did not cover every combination. Pricing it at three and giving it no entry bonus (it produces one of three colors and stops there) sets it a full tier below those two-mana fixers; it ramps no faster than it fixes, and it fixes only the colors stapled to it. That rigidity is the entire bargain. A rock that produced any color would have been strictly stronger, so locking it to exactly green, white, and blue is the constraint that keeps a generic five-color shell from treating it as free acceleration. What remains is a clean, single-purpose fixer for the Bant colors, set at a rate that signals it was meant for the slower decks that can afford to spend a turn doing nothing but smoothing out the ones to come.
