Rix Maadi, Dungeon Palace
Tap for colorless on its own, which is the concession that lets it earn a manabase slot without ever being a dead draw, but the second mode is what justifies the build-around: pay one generic, one black, and one red, tap it, and every player pitches a card at sorcery speed. The symmetry is the catch, except in the decks built to ignore it. Hellbent and madness shells want an empty hand on purpose, so a repeatable effect that empties yours faster than your opponent's reads as upside rather than cost. This is grind, not a clock: it drains both players turn over turn until the game tips toward whoever cares least about having cards left, which is the deck that chose to run this in the first place. The cost structure is what keeps the disruption honest: a hard color commitment and a tapped land per activation mean the repeatable hand attack is never free, and the sorcery-speed restriction stops it from ambushing a spell mid-stack. What it offers is inevitability wearing the costume of a utility land: nothing flashy while boards develop, then the last engine still generating pressure once a stalled position has stripped everyone else's resources down to nothing.


