Simic Locket
Fixing is good early and dead late, so this rock was built with a back half. The first ability is a two-color mana source that produces one color at a time rather than filtering, which makes it slightly slower to convert than a filtering rock but keeps it useful when you have no mana to feed a filter. The second ability is where the modest artifact earns its slot: once you have flooded past the point where fixing matters, four hybrid mana and the rock itself become two fresh cards. The hybrid cost is the quiet cleverness, since it can be paid entirely in green, entirely in blue, or any mix, so a deck that has drifted onto one color can still cash the Locket in. That flexibility only extends as far as the card's own colors, though; both the mana it makes and the mana it wants to sacrifice for are green and blue, which pins it to Simic shells rather than any two-color base. It is deliberately unglamorous work: a rock that ramps and fixes in the opening turns and refills the hand in the closing ones, without ever being the best version of either job. That modest ceiling is the point. The Locket does not warp a deck around itself the way a dedicated draw engine does; it slots into a green-blue goodstuff shell that always wants one more artifact doing two things at different stages of the game.

