Rude Awakening
The entwine cost is the entire reason this sits where it does in the green ramp toolbox, because the two halves it stitches together answer different questions. Untapping all your lands is green's mono-color reply to a problem that has haunted big-mana strategies since the earliest mana engines: how do you spend the explosive turn and still have something left to cast. As a half-spell it costs five and refills everything you control, so it nets mana only once your land count climbs past the price of casting it; the burst is real only when you have already overbuilt your manabase and have a sink waiting. The other half, animating your lands into 2/2 bodies, is the kill condition that burst is funding; a player sitting on a dozen lands converts a single sorcery into a wide swing, and because every permanent stays technically a land, the board survives most artifact- and enchantment-based sweepers. Choose both, and the sequencing is the payoff: untap all your lands, animate them, and leave some lands back as open mana while the rest attack, since the swingers tap and the held-back ones do not. Neither mode is worth a card alone (refilling mana with nothing to cast is a dead turn, and a wall of vanilla 2/2 lands folds to one board wipe), which is what makes the entwine line the real card: it cashes in a mana parity you had to break before the spell was ever worth casting. Green's closing problem, solved in the only currency green trusts: more lands.




