Travel the Overworld
Affinity has almost always been an artifact keyword: the cost reduction attached to a board of cheap permanents that a deck was already assembling. Grafting it onto a land-adjacent subtype changes the arithmetic entirely. The sticker price is seven mana for four cards, which no one would ever pay, but Towns are permanents that stay on the battlefield, so the discount is durable in a way that affinity-for-artifacts never quite was: your artifacts get exiled, bounced, and sacrificed to their own synergies, while lands and land-like permanents tend to sit still. With a full complement of Towns down, this collapses toward the cheap end of the blue card-draw curve, closer to the two-mana refill spells than to a seven-drop. The design reads as a deliberate stress test of what affinity can attach to when the enabler is not a cheap creature or an artifact token but a board state that persists across turns. The catch is the front-loaded commitment: the spell rewards a deck that has already spent its early turns laying down the subtype it counts, so the discount is real only after the setup is paid for. Draw four is a blunt, powerful effect that blue has priced high for its entire history; the interesting part here is not the payoff but the mechanism that decides when you get to buy it.
