Awaken the Ancient
The trick this Aura pulls is turning a Mountain you already control into a threat, which is a different gamble than spending four mana on a creature outright. Manlands like Raging Ravine animate themselves at a cost; this hands the same idea to any Mountain you control, basic or otherwise, but with a 7/7 haste body and a fragility the manlands never had. The "still a land" clause is the catch that defines it: the moment the enchanted Mountain dies to any removal that hits creatures, you lose both the body and the land, paying twice for one swing. That is the steep tax on the rate, and the triple-red cost narrows who can even cast it. The haste promises an immediate attacker, but it only pays off on a Mountain that is untapped and free to swing the turn you enchant it, so the land you spent tapping out for this very spell will not be the one attacking. Point it at an untapped Mountain and a single Doom Blade strips away the body, the land, and the Aura at once, and that doubled vulnerability keeps the headline stats honest. High-ceiling, brittle, better on the page than on the battlefield: an expression of the recurring red impulse to wring offense out of lands themselves, the same instinct behind the manland cycle, pushed to its most aggressive and least durable extreme.
