Valleymaker
Hybrid mana on a creature this big is the design tell: the pip lets either a Gruul deck or a mono-red or mono-green one cast it, and the two activated abilities split cleanly along that color seam. Pay in Mountains and it pings creatures for three; pay in Forests and it dumps a burst of triple green into a player's pool. Both modes spend lands as ammunition, which is the wrinkle that defines how it plays: a tap and a permanent land sacrifice per use, so every activation eats into your own development. That cost is what keeps a 5/5 with two repeatable effects from being a runaway engine: you are trading future mana for present interaction or a sudden mana spike, and the body has to survive the turn to do it again. The Forest mode is the stranger half, because it adds mana to a chosen player rather than only its controller, opening the door to feeding an opponent's mana for a Mind's Desire or other storm-style payoff, or simply ramping a teammate. Built around the period's land-matters and burst-mana themes, it reads less like a beater and more like a slow, color-flexible toolbox stapled to a sizable creature, the kind of card whose ceiling depends entirely on how many lands you are willing to feed it.
