Herd Migration
Seven mana for a single 3/3 is unplayable; seven mana for four or five of them is a board that ends the game on the spot. That gap is the entire point: the payload keys off basic land types, so the token count is a direct receipt for how much fixing your manabase already did. A one-body cast means you skimped; a five-body cast means the domain groundwork paid off. What keeps the card from being a dead top-end on the turns it cannot deliver is the discard mode. Rather than let a lumpy seven-drop sit in hand early, you can pitch it for a basic land and three life, smoothing toward the exact diverse manabase the front half rewards. The two halves talk to each other across the curve: the cheap mode assembles domain, the expensive mode cashes it in. Green almost never gets a spell that functions at both ends of the curve from one card, and that split is what lets it earn a slot without asking you to draw it at the perfect moment. It funds its own condition, then collects on it.





