Ramunap Hydra
A green four-drop that scales without stacking: the two +1/+1 bonuses are binary checkboxes, not a count, so this goes from a 3/3 to a 5/5 the moment you control any Desert and have a Desert card in your graveyard, then stops. Both conditions are ongoing "as long as" clauses, which is what disciplines the ceiling. The battlefield half is the more fragile of the two, since a Desert can be destroyed or bounced and the buff evaporates with it. The graveyard half is the sturdier condition in practice, because a Desert in the bin tends to stay there once it dies, gets sacrificed, or is cycled away, and it demands no battlefield commitment at all. The distinction matters: neither buff is permanent, but the graveyard requirement is far easier to satisfy and keep satisfied than a live land you have to protect. The payoff structure is deliberately flat. Because both conditions are single +1/+1s rather than a per-Desert tally, there is no reward for flooding the board with lands, only for clearing two thresholds and holding them. The result is a creature priced as a 3/3 that usually functions as a 5/5 with reach, vigilance, and trample, a keyword suite that lets it swing, wall fliers on the crackback, and push through chump blockers. It is a land-matters reward tuned to sit at a fixed, reliable rate rather than spiral, which is precisely why it reads as a clean midrange body in any deck willing to run a handful of Deserts.

