Sardian Cliffstomper
A 0/4 that sits inert until you commit to red, then swings like top-end you already had in play: the whole design is a bet on how many Mountains your manabase runs. Cross the four-Mountain line and the +X/+0 scales with every Mountain you control, turning a stone wall into a serious clock. What the static ability checks is the Mountain subtype, not basic status, so any land carrying that type feeds both the threshold and the buff: shocklands, triomes, and the original dual lands all count, which means the deck built around this can run its full color-fixing suite without starving the payoff. The restrictions are baked into the wording rather than the count. The bonus applies only on your turn, so the creature hits for a pile on the swing and reverts to a bare 0/4 the instant it needs to block. And the toughness never moves: the +0 means the defensive body stays exactly as durable as it started no matter how deep you go on red sources. That split (an offense that scales without ceiling, a defense frozen at four) is the honest tension of the card. It reads like a wall, but every point of upside is on attack, so the design pays you for pushing it forward. The lineage is the old reward for concentrating a manabase on a single land type, here folded into a body whose floor is a real blocker and whose ceiling is a finisher.

