Druid Class
The Class-as-enchantment framework earns its keep here by folding the ramp package green usually splits across three cards into a single upgradable object. The base level is a slow trickle of life triggered off lands entering, the kind of incidental gain a landfall shell produces almost by accident. Level two is the load-bearing effect: an extra land drop each turn, functionally the same permission a resolved Exploration or Azusa, Lost but Seeking hands you, except stapled to an enchantment that keeps climbing rather than asking for a fresh card. That progression is the design idea. Each level is bought at sorcery speed with mana you would otherwise spend on lands and rocks, so the payment schedule is exactly the tempo a ramp deck already runs on. The final level cashes out the accumulated board: a chosen land becomes a haste creature whose size scales with your land count, a finisher printed onto the same permanent that built the mana that fuels it. The whole card is a compression exercise, three green staples (incidental lifegain, land-drop acceleration, a mana-sink win condition) welded into one two-mana enchantment you feed over several turns instead of casting all at once. The restriction that pays for it is the sorcery-speed level-up and the raw mana each stage demands: nothing about it is fast, and every ability past the first is a turn spent not doing something else.
