Temple of the Dragon Queen
The taplands that check the battlefield for what you already control set the baseline: enter untapped if some condition is met, tapped otherwise. What sets this one apart is a reveal clause that solves the specific problem of the deck it serves. Show a Dragon from hand and it enters untapped on turn one, long before any Dragon has actually resolved, which is exactly the window a Dragon shell needs help with: the payoffs sit high on the curve and land several turns later, so an untapped source early is worth more than color breadth. Controlling a Dragon satisfies the same clause, but the reveal is the mode that lets the land contribute before the deck is online. If neither condition is met it enters tapped and untaps on your next untap step like any tapland; there is no lingering lock waiting on a Dragon to hit the board. The price of that flexibility is depth: it produces exactly one color, chosen as it enters and fixed there, rather than the two a three-plus-color Dragon list would prefer. That is a pointed trade, because Dragon tribal is almost always greedy on colors and top-heavy on curve, and a land that names one color now while smoothing the early turns is buying tempo at the cost of reach. It is fixing tuned to a single creature type, and its usefulness evaporates the moment the deck stops caring about Dragons.


