The Lost and the Damned
Most token engines pay off for what you play; this one cares about which zone the play comes from. The trigger is deliberately narrow: a land entering from anywhere but your hand, or a spell cast from anywhere but your hand. The ordinary rhythm of the game (draw a land, drop it, cast from grip) produces nothing. What lights it up is a deck built to route its lands and spells through the wrong zones: cascade, flashback, foretell, adventure, casting from the graveyard or exile, or fetching lands directly onto the battlefield. Each of those off-hand plays comes stapled to a 3/3 Spawn. Notice the two clauses do different work. The land clause fires on any land that enters from outside your hand, whether it is cast or not, so a fetchland dropping a land into play or a land played from the graveyard both count, even though neither uses the stack. The spell clause is stricter: it keys on the word "cast," so cheating a permanent onto the battlefield without casting it (the way Show and Tell or a reanimation spell does) makes no Spawn, because the object was never cast. Together the two clauses tax the assumption the game is built on, that your resources live in your hand, and pay a growing army for every rule you bend around it. The ceiling is set entirely by how much of the deck operates from exile, the graveyard, or the library rather than the grip.

