Turbulent Springs
The condition inverts the usual dual-land promise. Where a tapped-unless dual normally rewards you for coming down early (Glacial Fortress checks whether you control the right basics, Sulfur Falls whether you have an untapped Island or Mountain), this one only enters untapped once your opponents have flooded the board with eight lands. That is a deliberate catch-up mechanic dressed as fixing: the land is slow in the games where you are ahead and fast in the grindy, land-heavy games where you have fallen behind and need every mana untapped to claw back. In a two-player game the eight-land threshold is a late-game clause and little else, which is why the design belongs to the multiplayer table, where three or four opponents cross eight lands collectively well before any single one would. The result is a dual that behaves less like fixing and more like a soft signal of the board state: if it comes down untapped, the game has already sprawled past the point where tempo matters, and the land quietly acknowledges that you are the one playing from behind. It asks nothing of your own deck's colors or land types, only of the pace everyone else sets.

