Natural Emergence
Animating your lands has always been one of the most dangerous ideas a green-red deck can reach for, and this hands every land you control a permanent 2/2 first-striking body that still taps for mana. The first-strike clause is the part doing the most work: a board of lands that pick off attackers before taking damage turns an otherwise inert mana base into a wall that fights and never stops producing. But read the entry trigger carefully, because it has no "another" clause and no targeting. When it resolves, you choose a red or green enchantment you control to return to hand, and if this is the only red or green enchantment in play, you have no choice but to bounce it the moment it lands. That is the buried cost of the whole effect: far from being a standalone build-around, it wants a second red or green enchantment already on the battlefield so the entry trigger has something to return besides itself, which makes the card structurally a payoff for an enchantment shell rather than a one-card army-maker. And the symmetry-free animation cuts both ways even when you do keep it down: every sweeper, every land-destruction spell, every creature-removal answer now points at your mana, so the same effect that builds an unkillable defensive line also folds your entire resource base into one fragile category. It reads stronger than it plays, an early-era animation effect that promises a free army and quietly asks you to wire up an enchantment board first.
