Ravaged Highlands
Most fixing asks you to choose between fixing and footprint; this resolves the tension by letting one land do both jobs across the game. Early, it sits in your red sources and taps for like a slow Mountain, the tapped clause being the tax on having a second mode at all. Late, when the color you actually need has shifted, you crack it for a single off-color splash and accept the lost land drop as the price of flexibility. That dual-use design is the whole reason these lands existed: the sacrificial color-fixer cycle (one per color) was built for a block whose mechanics rewarded a stocked graveyard, so a land that wants to die fed the engine instead of feeling like a loss. The sacrifice mode is deliberately a one-shot rainbow, not a repeatable one: you get exactly one splash out of it, which keeps it from becoming a true five-color enabler while still bailing out a screwed hand. It reads as humble because it is, but the template (enters tapped, taps for its on-color, sacrifices for any color) is a tidy answer to the recurring problem of how to give a deck a splash without warping its early curve.
