Canopy Baloth
Landfall usually pays out in slow accrual: a token, a point of life, a scry off each drop you hit. This is the combat-math read on the same trigger, converting the extra land into a temporary swing rather than a lasting board. A 4/3 body already trades up on offense; the turn it lunges to a 6/5, it punches through blockers that were sized to hold the ground and races opponents who cannot answer it fast enough. The tension is that every point of growth is temporary and tethered to a resource you normally spend once per turn: without a way to replay lands or crack fetches, it is a ground creature that occasionally leans forward, no evasion and no lasting size to show for the turn. That constraint names the deck it belongs in, one built to hit multiple lands in a turn on purpose. Fetchlands stacking two triggers, ramp that drops lands from hand, and any effect that returns a land to be replayed all turn a fair beater into a threat that demands an answer before blocks. It is the aggressive translation of a mechanic that is usually printed to grind.





