Point the Way
Green has been fetching basics onto the battlefield since the earliest fixing spells, but bolting that payout to speed makes the reward scale with a metric green rarely maximizes: pressure on a life total across successive turns. The enchantment resolves inert, sitting on the battlefield as its speed climbs, capped at four. At the ceiling you crack it for four tapped basics, a fat pile of ramp and fixing; at speed one you have sunk five mana over two turns and a card into a single land, a slow Rampant Growth. That gradient sets the color against itself: the deck that most wants a four-land haul is the one least built to grind an opponent down across the three or four turns of climbing it takes to get there. The tapped clause and the four-mana activation are what hold the ceiling in check, not the timing. The ability names no speed floor and no speed restriction, so once a deck has reached top gear it can hold the enchantment and fire on an opponent's end step, banking accumulated fixing until lands are wanted in play. That instant-speed release is where the design pays the aggressor a second time, converting a board that has already been drawing blood into a fixed manabase without ceding a turn to it. Less a ramp piece than a bonus for a deck already applying pressure, it wants to be built beside something that damages on a clock.
