Bitter Work
The draw trigger and the animation clause are tuned to the same number, and that is where the elegance lives. The enchantment pays you for attacking with a creature of power 4 or greater, and Earthbend 4 manufactures exactly that: one of your lands becomes a hasty 0/0 loaded with four counters, ready to swing the turn you make it and trip the draw the instant it enters the red zone. The animation is not a detour from the payoff; it is the payoff's fuel. What keeps this from spiraling into a bottomless engine is exhaust: the activation fires once, ever, so the land-creature is a single conversion rather than a repeatable loop. That one use carries a quiet hedge worth noticing, though. When the animated land dies or is exiled, it returns to the battlefield tapped rather than staying gone, so throwing it into a block never costs you the mana source for good; you surrender a tapped turn, not a land. The result is a payoff enchantment with its own enabler stapled on: the draw clause lingers on the battlefield to reward every heavy attacker you play afterward, while the exhaust ability guarantees at least one power-4 body to open the accounting the moment you can spend the four mana.
