Makindi Sliderunner
Aggression that scales with your manabase: the trample is what makes the landfall pump actually matter, since every land drop turns a two-power swing into something that punches through a chump blocker and keeps going. That coupling is the design logic. A 2/1 with trample is a forgettable beater, and a creature that grows but bounces off blockers wastes the growth; binding the two means a single land drop converts an unprofitable attack into damage the defender cannot fully absorb. The reward is disposable, gone at end of turn, which rewards cashing in land plays the turn you attack rather than spreading them over earlier main phases, and it gives fetchlands a second use: cracking one during your combat step after a normal land drop chains a second landfall trigger into the same swing. The ceiling depends entirely on how many lands you can produce in a turn, so the card wants extra land drops, fetches, and ramp more than it wants a curve packed with other beaters. As a piece of red-aggressive design it represents the cheap end of the landfall idea: not a payoff demanding a dedicated shell, just a two-mana investment that rewards the lands you were already going to play.


