Retreat to Coralhelm
The tap-or-untap mode is the half that turns a value engine into something close to a combo piece. Landfall enchantments in blue usually settle for card selection, and the scry mode here is exactly that: a quiet smoothing effect that rewards a land-heavy build. But the option to untap a creature on every land drop is what gives this teeth. Pair it with any creature that taps to produce a land or mana that can be funneled back into another land drop, and each untap feeds another landfall trigger, which feeds another untap. The enchantment doesn't generate that loop on its own, but it stitches together the kind of incremental untap-and-replay chains blue rarely gets to assemble around lands rather than artifacts. The tap mode is the more honest line: a repeatable way to send a blocker or a key creature to tapland status every time a land enters, grinding combat math in your favor (the target untaps normally on its controller's turn, so it taps rather than freezes). What balances both halves is the dependence on land drops. With no land hitting the battlefield, the enchantment sits inert, doing nothing on an empty turn, which ties its power directly to how reliably you can play or recur lands, the same lever every landfall payoff turns on. As a design it's a modal landfall trigger choosing between selection and tempo, and the untap mode is the one that has kept it on the radar of players hunting for engine loops.



