Hearthhull, the Worldseed
Station is the mechanic that turns creatures into fuel, and this build points that engine at your own manabase. Charging it up means tapping bodies at sorcery speed until the charge counters cross the thresholds, and the payoff is not a wide attacker so much as a land-sacrifice loop: the mid-tier ability trades a land for two cards and an extra land drop, converting each fallen land into card advantage and forward momentum rather than a dead resource. Because every sacrificed land also drains two life from each opponent, the deck's ramp and its clock become the same action. That is the wrinkle worth sitting with: land sacrifice is usually pure cost, a downside you pay to recur something or fix mana, but here it is the reward, so the ordinary tension between developing your board and spending your lands collapses into a single button. Getting to the fully online 6/7 body with flying, vigilance, and haste is almost secondary; the real machine is the counter-draw-drain rhythm underneath. The three-color identity earns its cost by stapling black's life-loss punishment to green's willingness to treat lands as expendable, with red providing the aggressive tempo that makes racing plausible. It rewards a build stuffed with fetch effects and land recursion, the kind of shell where sacrificing your own lands is not attrition but the plan.
