Vision Charm
Three modes that share nothing but their mana cost, which is what the charm cycle was built to deliver: pay a single blue, pick the relevance the board demands, and accept that the other two lines will sit idle. The mill clause carries most of the card's actual play, but the land-type conversion is the genuinely strange one. Turning every land of a chosen type into another basic type for a turn is a hosing tool wearing the costume of flexibility: it can switch off a deck's access to a color, or feed a payoff that cares about a specific basic type, all from an instant-speed sliver of a card. The artifact-phasing mode closes the set out with a tempo answer that destroys nothing: send a problem permanent out of existence until its controller's next untap, and let it come back on its own. None of the three is strong enough alone to earn a slot, and that is precisely the math the template runs on. The cost is fixed at one mana while the answer floats, so the value lives in the cards you never draw dead: whatever the situation, one of the three lines usually applies. It asks the pilot to read the board rather than the card.

