Nature's Will
The cleanest reference point is the combat-untap-lands cycle that runs through Bear Umbra and the green side of Sword of Feast and Famine: connect with a creature, untap all your lands, double-spell into your second main phase. This is the enchantment-anthem version of that effect, more generous in that it triggers off the whole team rather than one equipped attacker. Untapping all your lands on a combat-damage trigger leaves the mana available not just for a post-combat double-spell but for sandbagging interaction into the opponent's turn, since you can pass with everything open. The land-tap clause is the more aggressive half, and the one that gives the card a second personality. Stripping a defending player's untapped lands shuts off their reactive mana straight through to their next untap step, so a clean hit denies counterspells and removal at the same time it refuels you. The tension is that both halves only switch on once you are already connecting: it is dead on a stalled board and worthless on defense, a payoff that demands you arrive at it ahead. It belongs to the lineage of green attack-trigger engines whose snowball scales precisely with how committed to the assault you already were, the kind of card that does little until it does everything and then keeps doing it.




