Sarevok's Tome
Three abilities stacked on a single frame, and each one is gated on a different rung of the same escalating climb. Landing the artifact immediately hands you the initiative, the designation that ventures you through the Undercity dungeon while opponents scheme to seize it from you. That trigger alone earns the slot, but the mana ability underneath is priced against the same state: one colorless normally, doubled to two while you still hold the initiative. The third ability then sits behind two separate walls, paying three mana and tapping to exile down to a nonland card you can cast for free, and it fires only once you have completed a dungeon. Note the seam there: that final ability checks whether you have finished a dungeon, not whether you currently hold the initiative, so the payoff persists even after the crown-like designation has moved on. What ties the sequence together is that venturing through the Undercity (which the initiative starts you doing) is the fastest route to completing a dungeon in the first place, so the card scripts an order of operations: land it, grab the initiative, survive the crawl, and only then unlock the free-cast reward the earlier lines were setting up. The colorless-only ramp is the restriction that stops the whole engine from doubling as premium fixing; you cannot buy the payoff outright, you have to earn it through the dungeon.

