Shard Convergence
The four-color tutor, built for the deck that wants every land type except its own. For four mana you assemble a hand of four lands, one of each non-Forest basic land type, which is a lot of fixing to find in a single cast and the reason this lives in green: it pays its color identity to fetch the four it lacks. The fetch is by type, not by rarity, so anything carrying the Plains, Island, Swamp, or Mountain subtypes qualifies, dual lands and triomes included, which sharpens the fixing well past four taplands. The cost is structural, not just numerical. These cards go to your hand, not the battlefield, so resolving it means spending a turn smoothing your manabase rather than developing it. The card advantage is real (one spell for four cards) but it is the wrong kind: four lands clog the hand of a deck that needs gas, which is why this only makes sense when consistent five-color mana is itself worth a full turn and a card slot. It is fixing as a deliberate, sorcery-speed commitment rather than the incidental fixing a fetchland or a ramp dork provides. The narrowness is the point: a deck that can profitably name all four of these types and still want green to find them is already a specific kind of greedy, and this rewards that greed without asking for any setup beyond the lands already sitting in the library.
