Battle Plan
The tension every land-heavy deck knows: you draw the enchantment you wanted in the late game and the fixing you needed early, and never in the right order. Basic landcycling answers that here, folding a mana-smoothing option into a slot that would sit dead in your opener otherwise. Flood on lands, and the enchantment becomes a repeatable pump that hands a creature +2/+0 at the top of every combat on your turn. Screwed on lands, you pitch it for a basic land and move on. The design pays for its flexibility by keeping both halves modest: the combat trigger reaches only +2/+0 and touches only one creature, so the enchantment version rewards a board already committed to attacking instead of building a threat from nothing. Landcycling has long lived on cards that wanted to be lands when you were behind and spells when you were ahead; grafting it onto a persistent enchantment is the wrinkle, since the effect keeps paying off turn after turn once the mana settles, where the mechanic usually rides a creature or a piece of removal that spends its value the moment it resolves. The result is a card built never to be stranded, which quietly matters more than the aggressive rate suggests.
