Spelunking
Green ramp enchantments have historically bought their acceleration one way: they hand you an extra land drop and let you sort out the tap penalties yourself. This one attacks the problem from a different direction. The static ability that lands you control enter untapped is the load-bearing clause, and it retroactively refunds the balancing tax on an entire manabase. Dual lands, tap-lands, and painless bounce lands all shed their entering-tapped penalty the moment this resolves, so a greedy hand suddenly plays with the smoothness of basics. The enters trigger sequences to reinforce it: draw a card first, then drop a land from hand, and because of the static ability that land arrives ready to use the same turn (as does any land you drew into off the trigger). Put a Cave down and you also bank four life, a rider tuned to its home block that sits on top of the structural work rather than being it. It descends from green's oldest tempo trade, where you spend a card slot to get ahead on lands: Exploration handed you the second land drop without any fixing, Explore folded the draw and the drop into a single sorcery. The tap-state override is its own contribution. It quietly rewrites how much a painful, greedy manabase costs to assemble, turning the standard tradeoff of fixing-versus-speed into something you no longer have to pay for.
