Sceptre of Eternal Glory
The four-mana ceiling is the tell that this is a payoff, not a fixer. A Signet or a Diamond costs two and rebates the investment inside a turn or two; this one asks for a full commitment before it earns anything back. The first ability is the baseline: any-color mana, the same service those two-drops render more cheaply. The second is where the design lives, and it sits behind a deckbuilding tax most decks structurally cannot pay: three or more lands sharing a name. In singleton formats that means basics, which pushes you toward a heavy mono-color or near-mono manabase to unlock the triple-mana mode at all. That constraint is the entire point. It converts the card from a generically playable rock into a payoff for concentrating your lands, rewarding the manabases nobody would run for fixing reasons and quietly punishing the greedy five-color piles that would most love a big mana rock. When it turns on, three-for-one on a single tap is a serious acceleration burst, enough to leap a mono-colored deck well ahead of its curve. What holds it back is the flip side of that same discipline: the triple mode pours out three of one color only, no rainbow ramp, so the manabase that powers it also fences in what it can produce. It is a rock built for the player who has already decided to go deep on one color, and it offers nothing to anyone who hasn't.

