Avenger of Zendikar
Two abilities are doing the work here, and the second is the one that makes the first dangerous. The enters trigger turns your existing board state into a wide army of 0/1 Plants, scaling directly with how many lands have already hit the battlefield: the more patient the build, the more bodies arrive at once. On its own, that is a pile of chump blockers. The landfall ability is the multiplier. Every land that enters afterward pumps the entire Plant swarm at once, converting a static field of tokens into a board that grows in lockstep with your mana development. A single fetched or replayed land late in the game can turn a row of fragile 0/1s into a lethal wall of attackers in one trigger. The design lives at the intersection of go-wide and go-tall: it produces the width when it enters, then provides the anthem to make that width matter, and it ties both halves to the resource a green ramp deck is already overflowing with. That coupling is why it reads as a finisher rather than a value engine. The board it makes is inert until the next land drop, then lethal a turn later; each land widens the gap between the Plant count and the opponent's ability to answer it. The trap is set when it enters; the spring is every subsequent land you find.















