Sulfur Vent
Black on a tapped land is the slow trickle this thing offers while it sits in play, but the sacrifice clause is where the real work happens: tap it, crack it, and you get one blue and one red, the two allied off-colors that black alone could never reach. The "enters tapped" line front-loads the cost before any reward arrives, so there is no free splash on turn one. What the card converts is the three-color screw: black, blue, and red together make the Grixis shard, and when the two off-colors are stranded and you need them immediately, you cash in a land that was only ever feeding you black anyway. It is a deliberately lossy converter, trading a permanent source for a one-time burst, and the value of that trade hinges on whether the splash matters more than the land slot you lose. As fixing it is honest about its terms: you reach the colors you could not otherwise touch, and you pay for them with a missing land a turn or two later. The whole cycle belongs to an era when multicolor mana was rationed rather than assembled, before fetchlands and shocklands turned tri-color manabases into a solved problem instead of a gamble you funded one sacrifice at a time.
