Spitfire Lagac
Most landfall payoffs reinvest in your own board: a token, a temporary buff, a life swing that keeps you ahead in the race you were already running. This one aims the mechanic outward, converting each land that enters into a point of untargetable reach that never costs a card to fire. The 3/4 body is nearly beside the point; it survives most early combat and anchors the ground while the damage accumulates through your land drops. The trigger keys off any land entering, not just your one natural drop for the turn, and that is where the ceiling lives. Playing your land is a sorcery-speed special action, so the free version fires on your main phase; but fetch-style effects, extra-land enablers, and land recursion resolve at instant speed, and each one bumps the counter. That is the tension worth noticing. Most red reach arrives at instant speed and demands you spend a card to deal its damage; here the damage is incremental and cardless, but throttled hard by how many lands you can push onto the battlefield, since a single point per land is a slow bleed when you are only making your drop. One copy chips at the margins. A deck built to churn lands, or a board of these all catching the same triggers, is where the arithmetic stops rounding to zero and starts being the plan.



