The World Tree
Three jobs share one land slot, and the ramp everyone expects is the one job it does not do. Entering tapped and producing a lone green source, it starts as bare fixing: a single green tap to lean on until the more interesting text switches on. The middle ability tips the hand, because instead of extending its own color access it upgrades every land you control the instant you reach six lands, letting each of them tap for any color in the wheel. That is a board-wide manabase rebuild masquerading as a static line on a utility land, doing the color work of an entire fixing cycle from a single card, no duals required. The bottom line is deliberately extravagant: a full ten-pip spread across all five colors (WWUUBBRRGG), plus tap and sacrifice, to pull every God from your library straight onto the battlefield free of any casting cost, owing nothing but the shuffle. Both payoffs sit behind steep tolls. The sixth land gates the fixing; assembling two of every color plus the land itself gates the tutor, which means the haymaker only pays out in a deck built expressly to hit it: a critical mass of God cards and enough color access to bankroll an activation that demands the whole spectrum twice over. Fixing engine above, God-summoning finish below, and the price of both is that tapped drop and the patience to earn the switch.






