Hanweir Battlements
A land that hands out haste is already earning its slot before the meld clause enters the conversation, and that first red activation is what puts the card in decks that will never own a copy of Hanweir Garrison: pay red, tap, and any creature you target swings the turn it arrives. The ability doesn't care who controls the creature, but the reason it matters is that no removal spell wants to trade itself for a land, so the effect recurs turn after turn from a permanent opponents have little reason to answer. The meld clause is the ambition on top. Spending five mana to exile this land and that creature and assemble Hanweir, the Writhing Township carries a stranger deckbuilding tax than most meld payoffs: you are seeding half a flip-card into your mana base and hoping to draw the other half onto the battlefield. The structural curiosity is the mismatch of the halves. Most meld pairs fuse two permanents of the same type; here a land and a creature combine, which keeps the land half quietly useful on its own. It taps for colorless and grants haste whether or not the partner ever shows up. That redundancy is the discipline behind the design: the haste ability guarantees the card pulls weight even when the township never writhes into being, so the meld reads as upside rather than the price of admission.



