Windrider Eel
The flying body is the whole pitch: landfall's recurring pump turns a fragile 2/2 into an aerial clock that grows in proportion to how mechanically your deck plays its lands. The trigger fires on every land entering, not just the first per turn, so a fetchland or any extra-land effect stacks the boost twice before you swing, and a 4/4 or 6/6 cutting through empty air closes games faster than the base stats suggest. The pump is temporary, though: it fades when the turn ends, leaving a 2/2 by the time your opponent untaps, easy to answer cheaply once it isn't riding a land drop. This is a creature built for the attack step rather than the board state, a beater whose threat level shifts hand to hand depending on what lands you're holding. It belongs to the early wave of landfall designs that asked players to treat lands as spells: drop one land a turn and pass, and the eel does nothing remarkable; lean into bounce-lands, additional land drops, and fetch effects, and the air stays full of a threat that recharges on cue.


