Talon Gates of Madara
Phasing out, not bouncing, is the effect that makes this land worth building a plan around. When it enters, up to one creature phases out: taken away without resetting summoning sickness, without triggering leaves-the-battlefield abilities, and returned with the same tapped status on its controller's next untap step. That is tempo without permanence, a cleaner cousin of a bounce spell. What turns the trigger into a threat is the option to drop this from hand for four generic mana at instant speed, outside your land-for-turn. Most lands with a combat-relevant enters trigger sit dead once you have made your land drop, or telegraph themselves a full turn ahead. This one waits in hand as a live combat trick, a blocker-eraser, and a protection spell you can represent while pretending to hold up interaction. Aim the trigger at your own attacker and it dodges a removal spell mid-fight (returning safely on your next untap step); aim it at their creature and it vanishes from combat entirely, clearing a blocker before damage or pulling an opposing threat out of the fight for a full turn. The mana abilities mean it was already a land you would happily run, so the ability to play it from hand is upside rather than a deckbuilding tax. The four mana buys the timing: this effect available on a turn when your land drop has gone elsewhere.

