Hidden Path
A mass-evasion enchantment built around the most fragile keyword in the game: forestwalk only matters when the defender actually controls a Forest, which makes this a card whose power is dictated entirely by the opponent's manabase rather than your own. Against a green or green-splashing opponent it can turn whole teams unblockable in one shot; against anyone running zero Forests it does nothing at all, and the gap between those two outcomes is total. That conditionality is the design logic behind the heavy green-cost commitment: a global, evergreen "green creatures can't be blocked" effect would be priced very differently, so the era's designers leaned on the landwalk hook to keep it in check, betting that the surrounding green decks of the time would supply the Forests that made it live. Note too that the effect is symmetrical: it grants forestwalk to every green creature on the battlefield, not just yours, so in a green mirror it can cut both ways unless you have read the board correctly. The result reads less like a one-sided sweeper of the combat step and more like a metagame call, rewarding you for knowing what your opponent is playing before the game starts. It belongs to a school of early enchantment design that treated landwalk as a real strategic axis rather than a flavor footnote, and it sits at the extreme end of that school: not a single creature granted evasion, but a standing rule that rewrites blocking for an entire color.
