Filth
The reward here is entirely contingent on what your opponent built. Swampwalk on a 2/2 body is the most fragile keyword landwalk offers, useless against anyone whose deck never produces a Swamp, and the graveyard clause widens that same conditional rather than fixing it: once this card sits in the bin and you control a Swamp, the whole team inherits the keyword, every threat you cast afterward sliding past blockers (provided the defending player still controls a Swamp). Against a black or multicolor manabase it becomes a recurring alpha-strike enabler; against a board that never produces a Swamp it is a dead keyword on the battlefield and a dead keyword from the graveyard. What makes the design distinctive is the inversion baked into the body: this is a creature you actively do not want to keep alive. The 2/2 is meant to trade, chump, or simply die, because the real payoff fires only from the graveyard, turning a single attacker's evasion into a board-wide effect. That reflects an early-era idea about graveyards as a place you spend creatures into rather than recur from, and it leans on the oldest lever in the landwalk toolkit (the land-type dependency that has gated every walker since the original dual lands) and weaponizes it for the whole team. The land-type contingency runs both ways here: you need a Swamp, and so does the player you are trying to punch through.

