Belligerent Whiptail
The 4/2 frame is the tell. A 4/2 trades down or simply dies to most blockers in a straight race, but first strike inverts that math: the wurm eats a 2/2 or 3/3 cleanly and walks away, so the landfall trigger is less a bonus than the condition that makes this body worth swinging with at all. The design pins offensive value to the land drop, the part of the turn an aggressive red deck is already spending resources on, and asks you to sequence your lands as combat resources rather than afterthoughts. What bounds the trick is the rule governing how lands hit the battlefield: playing a land is a special action available only during your own main phase with the stack empty, so the natural line is to commit your land before combat on your own turn, then attack into a now-favorable block. Without something that puts a land onto the battlefield at instant speed, you cannot conjure first strike mid-combat or on an opponent's turn. That limit keeps the reward proportionate: a small repeatable edge tethered to your own tempo curve, not a snowballing engine. This is the cheaper, attack-oriented end of the landfall lineage, the kind of common that holds a tempo deck together without ever headlining it, a beater whose entire survival depends on whether you bothered to make a land drop before you declared attackers.
