Eumidian Terrabotanist
Green's incidental lifegain almost never justifies a card slot on its own, and this one knows it: the two-drop body is the actual payment, with the landfall trigger riding along as a passive kicker on plays you were making anyway. The trigger fires on any land, not just fetch-and-crack loops or ramp spells, so it counts every plodding turn-two tapland as much as it counts a burst of extra land drops. That makes the lifegain a rounding error most of the time and a genuine cushion in the games that go long, precisely the games where a 2/3 that keeps entering lands relevant is still doing chip work on the ground. The design reads as a floor-raiser for a color that historically leans on lifegain-as-byproduct rather than lifegain-as-plan: it wants to sit in a deck already flooding the board with lands, where the incremental point per drop is a bonus stapled to a curve-filling blocker rather than a reason to build. There is no engine here, no doubling, no payoff for hitting a life threshold. What you get is a sturdy early body whose upkeep is free and whose upside scales with how much of your deck is dirt.
