Claim the Kingdom
Enchantment-based landfall payoffs usually spread their value thin, dropping a counter here and a body there with no destination. This one builds toward a threshold: four land drops feed the plan, and the payoff is not incremental growth but a hard escalation. The +1/+1 counters along the way are real, but they are also a countdown, each one advancing the enchantment toward the indestructible counter it sacrifices itself to deliver. That final clause is the design's whole reason for existing. Green rarely gets clean protection, and it almost never gets indestructibility stapled to its own reliable value engine; the color's answer to removal is usually a hexproof body or a ward tax, not a counter that walks a threat through a wrath. The Plan enchantment type formalizes something green has always done informally: turning the natural tempo of playing lands into a payoff you can measure and aim. What makes it patient rather than passive is that the plan counters accrue automatically, so the deck does the work simply by curving out. Note the two clauses target independently: the growth targets can pile onto one creature turn after turn, but the indestructible counter picks its recipient the moment the fourth plan counter lands, so you can shield the monster you have been building or crown a threat that just hit the board. The counter answers burn and board wipes but not an edict, and that gap is exactly what the whole escalation is paying for.
