Saprazzan Skerry
Part of a symmetrical cycle of consumable lands, each making the same wager: front-load mana now, pay for it with the land itself later. Each member taps for two of its respective color at a single tap, and this one delivers blue. The crucial detail is the pair of depletion counters, which converts a normal land's open-ended utility into a strict, two-use battery. You are not playing a land so much as a delayed double-Dark-Ritual that happens to occupy the land zone: it accelerates a turn or covers a color spike, then leaves the battlefield short of where a real land would have kept you. The self-destruct clause is what balances the whole thing. Without it, a land that adds two of one color (in exchange for entering tapped) would be free ramp; the depletion counters guarantee the acceleration is borrowed against future board presence, two charges and then gone. It rewards a deck that wants a burst on a specific turn rather than a stable curve, and punishes anyone who treats it as permanent infrastructure. The cycle as a whole was an early experiment in lands as a spent resource rather than fixed terrain, an idea the game has circled back to in fits and starts since, usually with gentler downside than outright sacrifice.

