My Tendrils Run Deep
Most schemes break the rules loudly: extra turns, mass destruction, sweeping edicts on how the opponents may respond. This one breaks a rule quietly instead, granting the extra-land-drop effect that would otherwise cost a card and a slot in the deck proper. The design logic is a ramp payoff structured as a race against yourself: the scheme stays face up, feeding an additional land each turn until the sixth crosses the threshold, at which point it cashes out for two cards and abandons itself. That self-abandonment is the clever part. Most ramp accelerants are permanent fixtures you build around; here the acceleration is temporary by construction, a burst that closes its own window the moment it has done its job. Because it lives in the scheme deck rather than the main deck, it sidesteps the deckbuilding cost entirely: no green source required, no color identity implicated, no card drawn to find it. It arrives on its own when it comes off the top of the scheme deck and gets set in motion at the start of the Archenemy's turn. It answers a problem this kind of design keeps circling: how to give the lone player a resource advantage that scales without handing them an oppressive engine. The answer here is an accelerant with a built-in expiration date, one that rewards a player already flooding on lands rather than one who has been starved of them.
