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The shard-color mana rock that fixes for three colors and then refuses to stay dead weight once the game goes long. Tapping for any of its three colors is the expected half; the sacrifice-for-a-card mode is where this cycle of three-mana rocks earned its keep, converting the artifact into a fresh card once the fixing has done its work. That late-game cashout separates this design from the older two-color signets and the flat mana-positive rocks that came before; those accelerate and stop there, while this one recoups itself as a replacement card after acceleration is no longer needed. The cost structure is honest about the trade: the draw demands all three of its colors plus the tap and the artifact itself, so you pay in mana, in board presence, and in the rock you spent a turn deploying. What it does not demand is a main-phase window. The draw carries no timing restriction, so the cashout doubles as a reactive line: hold the colors open to crack it after your opponent has committed, or sacrifice it in response to artifact removal to bank a card rather than lose the rock for nothing. The rate is plainly worse than a faster two-color accelerant, and that is the point. This is fixing that promises not to rot into a dead topdeck deep in a grindy three-color game that two-color rocks were never asked to survive.
