Dreadwurm
Most landfall triggers accumulate: a token here, a counter there, incremental value that a long game rewards. This one spends its trigger entirely on the current turn, converting a land drop into a burst of indestructibility that lasts only until end of turn. That single-turn window rewrites how the body interacts with combat and removal in a narrow but real way: play a land, then swing or hold up, and for that turn the 5/4 shrugs off blocks it would otherwise lose, dodges the sweeper that resolves in your own main phase, and ignores the burn or "destroy target creature" answer thrown at it. The catch is timing, and the counterplay is trivial: opponents wait. Once your window closes, or on any turn a land does not enter, it reverts to an ordinary 5/4 that dies to everything a 5/4 normally dies to. That makes it a proactive threat rather than a resilient one, most dangerous the turn you deploy it with a land in hand and considerably softer the moment your development stalls. It is a clean expression of an unusual pairing: a black beater whose durability is gated entirely on land drops rather than on toughness or a static keyword, and a reminder that indestructible is only as good as the turn you can guarantee it.



