Cosi's Ravager
Landfall here is built as a repeatable burn engine rather than a one-shot trigger: every land that enters under your control can throw a point of damage at a player or planeswalker, and a fetchland or a doubled land drop turns that into two or three. The design tension is that the damage only reaches faces and walkers, never creatures, so the body itself (a 2/2 that does nothing in combat against anything serious) is just the delivery vehicle for an incremental clock. That narrows it to one job: closing out a game through attrition, pinging away at planeswalkers or finishing a low-life opponent while your lands do the work. The reach being optional matters more than it looks, since you can decline triggers to avoid feeding a punisher effect or to keep an opponent at a life total you want them at. It sits in the lineage of land-payoff creatures from the same era that asked you to weaponize the most automatic thing in the game, your land drops, and it is the one tuned specifically toward direct damage rather than tokens or growth.

