Aggressive Mining
The first clause is the whole gambit: shutting off your land drops entirely, in exchange for a recurring engine that runs on the lands you already have. The result is a deliberately self-limiting card-draw outlet, one that pays out two cards a turn but freezes your resource base where it stands. The tension is obvious and intentional: you trade future development for present velocity, and the instant you commit, every land in play doubles as a potential two cards. The once-per-turn restriction keeps it from collapsing into a single mass-draw dump, so it reads as an engine rather than a finisher, but the lands-as-fuel framing invites the obvious end-run: any deck that does not actually need to keep playing lands (a combo shell that already has its mana online, or a build with non-land ways to make mana) collects the upside without ever paying the downside. That is the line a card like this lives or dies on. As red card advantage it sits in an odd corner, since the color rarely gets to draw two repeatably, and the cost here is a structural concession to that color philosophy: red can have raw card volume only if it agrees to stop growing its mana. The deal looks fair on its face, but it is really a question about whether your deck was ever going to use those land drops to begin with.

