Prism Array
Converge turns the manabase into the throttle here: the number of crystal counters this enters with equals the number of colors you sacked into casting it, and each counter is one creature you get to tap down. Cast it off two colors and it taps twice before going inert; cast it off all five and it stockpiles a real bank of removal-by-restraint. That is the whole pivot of the design, an enchantment whose ceiling is paid for not in mana value but in the breadth of your manabase, rewarding the greedy five-color build that can actually hit the converge count. The scry-3 activation underlines the intent: it costs one mana of every color to fire, a sink for the same five-color manabase that powered the counters in the first place, and a way for the array to keep doing work after its crystals run dry. What it taps is creatures, not attackers specifically, so this is repeatable tempo and pseudo-removal rather than a Fog: tap the blocker, tap the would-be attacker on their upkeep, lock down a single threat across multiple turns. Because nothing on the card refuels the counters, the crystals are a strict depleting resource, and every removal counter you spend is a decision about which turn matters most. A wholehearted converge payoff, built to make the rainbow manabase the point rather than an inconvenience.

