Earthbending Lesson
Green has animated its lands since the earliest man-lands, but this design borrows the old objection and answers it in the same breath. The usual price of sending your mana into the red zone is finality: a land that trades in combat or eats removal is a resource gone for good. Earthbend rewrites that math by hanging a recursion clause on the body. Kill the four-power attacker in combat, point removal at it, exile it, and it reassembles on the battlefield tapped, a plain land once more. The four counters give it an immediate clock (a hasty four-power body pressures the moment the spell resolves), but the durability is the real idea: a threat that survives point removal by dissolving back into your manabase, one that only truly dies to something that answers it before it settles. The cost of that insurance matters, though. Because this is a one-shot sorcery, the recovered land is just a land again; putting it back on the attack means a fresh spell, not a free re-earthbend. And casting on your own turn leaves the creature exposed through your opponent's window, which is exactly why the return clause earns its keep: it is the built-in answer to the instant-speed removal that any sorcery-speed animation invites.
