Retreat to Hagra
The design bet here is that a black deck built around repeated land drops wants a way to convert its natural sequencing into pressure without spending mana each turn, and the modal split is what makes that conversion worth the enchantment slot. The deathtouch mode is the sharper of the two: a +1/+0 deathtoucher trades up against anything an opponent commits, taxing every block they would otherwise make freely and letting even a token threaten a real creature in combat. The drain mode is the patient one, chipping a life off each opponent and adding one to your own total every time a land arrives, which turns a fetchland or a topdecked land into a small clock in the late game. Neither trigger is large, and that is the point: they are cheap enough to fire on every landfall and flexible enough to switch registers between aggressive combat math and grinding attrition as the board demands. What it surrenders is immediacy. The enchantment sits inert on the turn it resolves, generating nothing until the next land enters, so it wants a deck already leaning on a heavy land count rather than one racing toward a finisher. This is the incremental, one-trigger-at-a-time end of the landfall payoff spectrum, where the value accrues quietly across a game rather than swinging it in a single turn.

