Tomb Hex
The landfall clause turns a mediocre removal rate into a real one for the price of a fetchland or a land for turn. Base case, this is a -2/-2 shrink at instant speed: enough to clip an early aggressor or shave a creature into combat-favorable range, but soft against anything with real toughness. Crack a fetch in response, or simply hold it until after your land drop, and the floor jumps to -4/-4, which kills a four-toughness body outright and leaves most midrange threats dead in the water. What makes it tick is that the spell checks whether a land entered under your control this turn, not in response to the spell, so the timing window is generous: you sequence your land for the turn and the upgrade is already live before you ever cast. That decoupling rewards a deck already invested in lands as a resource, the same engines that want fetches and extra land drops anyway, and it lets the card act as instant-speed removal that scales with how greedy your manabase already is. The cost is consistency: in a low-land or aggressive build the -4/-4 mode is a coin flip, and you are paying for a clause that fires only when the rest of your deck is doing its job.
