Space Marine Scout
A land-fixer disguised as an aggressive body: the catch-up ramp fires only when an opponent controls more lands than you, and it fetches a Plains card onto the battlefield tapped rather than a color you might be missing. That conditional is doing careful work. Ramp bolted onto a two-power first striker would be a clear rate outlier if it fired every time, so Concealed Position ties the payoff to falling behind, which is exactly when the extra land helps and rarely when you are already ahead. Note that it searches for a Plains card, not a basic: any land carrying the Plains type qualifies, so a dual or a triome with that type answers the call too. The white flavor is the interesting part, since white ramps through land drops rather than rocks; Knight of the White Orchid and Weathered Wayfarer work the same axis, paying off the player who has fallen behind on permanents. The body backs this up on both sides of combat: vigilance keeps the scout home to block after swinging, and first strike lets a 2/1 trade up into larger attackers or pick off small creatures without dying. Its relevance depends entirely on the board it walks into, which is the whole conceit: a scout that only points the way forward when you have already lost ground.

