Trap Digger
A defensive engine that asks you to spend turns building ammunition before the threat ever arrives. The 1/3 body does nothing on offense; the work happens in the two activated abilities, which split the cost of a removal effect across time and land economy. You pay and a tap to seed a counter onto one of your lands, and you keep paying ahead of need, priming a stockpile that only matters once something charges in. The payoff is cashed at instant speed: sacrifice a primed land to deal three to an attacker. That structure inverts the usual shape of repeatable creature-killing in white, which more often taps to fight, gains life on a trigger, or charges mana per use. Here every shot is bought in advance, and the price is permanent: each detonation shrinks your mana base by a land. The targeting is pointed, too. It only reaches attacking creatures, and only those without flying, so it is a ground wall and nothing more, useless against an empty board or anything in the air. The flavor read tracks the mechanics cleanly: a soldier minding the field, laying mines on home territory and triggering them when something rushes the line. White's history of trading present tempo for future defense runs through cards like this, parked at the awkward seam where the bookkeeping rarely repays the lands it eats.
