C.A.M.P.
Fortify is the keyword almost nobody remembers: the land-side counterpart to Equipment, introduced years ago on a single card and then left dormant. Reviving it to build an engine around mana taps is the design conceit here, and it is a clever place to hide a payoff. Lands get tapped every turn as a matter of course, so the trigger fires on activity you were already doing rather than asking for a dedicated action. The catch is that only the one fortified land carries the trigger: the counter and the color-check ride on that single tap, not on your manabase at large, so the effect scales with how often you route mana through that specific land rather than how many lands you have. The +1/+1 counter is the reliable half; the Junk token is the reward for color-matching, which quietly pushes the card toward mono-color or tightly focused two-color builds where lands and creatures overlap. That conditional is what keeps the effect from being pure free value: a five-color pile often taps for the counter alone, while a disciplined manabase turns each tap into growth plus a card off the top. The attachment is sorcery-speed and costs the same to place as it does to cast, so you commit it on your own turn and can pay again to move it to another land at sorcery speed: a keyword most players have never seen resolve, repurposed from an aggressive combat tool into a slow, incremental counters-and-cards machine.

