Obelisk of Jund
A fixer for one shard's worth of colors, no more and no less, serving the black-red-green slice of recursion, aggression, and ramp. The mana rocks of its generation split the color pie three ways along the shard boundaries: each obelisk locked to a single shard's identity rather than offering the all-colors output of something like Manalith. The design trade is breadth. This artifact costs three and produces exactly one of three colors per tap, committing you to a three-color deck before it ever resolves. There is no entry-tap penalty and no body to recur, which both sharpens the niche and caps the ceiling: it comes down untapped and is ready the moment it hits the battlefield, it adds one mana, and it covers three of five colors forever. Later generations of three-color rocks (the cluestone and keyrune cycles that followed) bought flexibility by stapling on a draw mode or a creature side. This one stays a pure fixer; it does the single job cleanly and pretends to nothing more. That purity is the whole argument for and against it: a build already locked into its three colors gets reliable fixing, while one still hedging gets a rock that does the least of any rock in its weight class.

