Fearless Fledgling
Landfall on a small body usually pays one reward per land: the creature grows, or it gains a keyword. This one bundles both onto the same trigger, and the split between them is the whole design. The +1/+1 counter stays; the flying expires at end of turn. That coupling means every land you play does two things at once (permanently ratchets the clock and rents evasion for that turn), so the strategic question is not whether to trigger the ability but when. Drop your land before combat and you swing as a larger flyer; drop it on an empty board or after combat and the counter still accrues, but the flight is spent on a turn where it did nothing. Sequencing is the lever. A fetch land or any effect that puts a second land onto the battlefield stacks two counters in a turn and refreshes the flying each time, turning a single main phase into a meaningful jump in size and reach. The end-of-turn reset is what keeps the evasion honest: this is not a permanent flyer that grinds in unblocked forever, but a ground creature that has to buy its way into the air every combat step by spending a land drop precisely when the air matters. It is a compact lesson in carrying two clocks on one trigger, one that only counts up and one that resets to zero each turn.



