Emerald Oryx
Forestwalk is the oldest kind of evasion Magic has, and the math is brutally simple: the keyword turns on only when the defending player controls a Forest, which means most of the time it does nothing at all. That is the design's defining tension. A four-drop 2/3 is a punishing rate for a body that, against a non-green opponent, is just an overcosted roadblock with no relevant text. The upside is the conditional one; the downside (paying full price for a creature whose text is dead) is what you live with in the majority of matchups. Landwalk is a holdover from the earliest sets, when it served as the cheap way to punish color overlap, a tax baked into the mirror before evasion learned to scale against a whole metagame the way flying does. Forestwalk does not scale; it is binary, deciding everything or nothing on what Forests sit across the table. That makes this a sideboard-shaped effect stapled to a maindeck creature: a wrecking ball in a green-heavy field, dead weight everywhere else. The Antelope's real job is filling out a green creature slot at the low end of rarity, the body a designer reaches for when a pack needs a clause that earns its keep against exactly one kind of opponent. Its honesty is the point: it never pretends to be more than a mirror-breaker that happens to have a pulse when the matchup goes the other way.
