The Heron Moon
A colorless land stapled to a mill clock, and a joke about the endgame that the design almost dares you to reach. The tap-for- is filler. The paid ability chips one card off the bottom of an opponent's library at a time, which is glacial by any measure, two mana per tick. The engine is the counter: every time one or more of an opponent's cards land in exile from any source, a release counter accrues, and at thirteen the land sacrifices itself to hand you a free Emrakul, the Promised End. The design is a countdown built entirely out of patience, and it is smarter than its own novelty suggests, because it does not restrict the trigger to its own ability. Anything of the opponent's that is put into exile counts: your removal that exiles rather than destroys, exile-based hate they run on themselves, any effect on the table that banishes their cards face down. The card turns incidental exile into a thirteen-count Emrakul lottery. Left to its own two-mana-a-tick clock, thirteen counters is a fantasy; leaning on the whole board's exile output, it becomes a genuine, if slow, alternate win. It is a build-around wearing the costume of a durdle, and the honesty of the payoff (an actual Emrakul, cast for free) is what makes the long odds worth the setup.
