Seer's Sundial
Landfall built two ways of paying for itself, and this is the patient one. The trigger costs nothing to keep around: the artifact sits on the battlefield, and each land you drop offers an optional draw rather than demanding one. That per card is the discipline. It turns the engine off in the early turns when you cannot spare the mana, and switches it on in the grind, where a single land per turn quietly converts your manabase into cards. The design idea is that a recurring, repayable engine is worth more than a one-shot draw spell, because it scales with how long the game runs rather than how much you commit up front. Compare it to a cantrip, which fires once and is gone; this asks for nothing on the turn it enters and everything on the turns afterward, in two-mana increments you choose to spend. The result is a card-advantage outlet that lives or dies on land drops: pair it with extra-land effects, fetches, or anything that resets a land to your hand, and the per-trigger cost becomes the only real ceiling. Left alone in a deck that just makes its land drop every turn, it is a slow but durable answer to running out of gas, the kind of value engine that rewards a game plan built to go long without ever forcing you into it.

Rules text
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Other printings
- Modern Horizons 3 Commander#304
- Commander Legends#470
- Zendikar Rising Commander#119
- Commander 2018#221
- Commander Anthology Volume II#214
- Commander Anthology#227
- Commander 2015#264
- Duel Decks: Zendikar vs. Eldrazi#29









