Wonderscape Sage
The final clause is the whole reason to run this over any other looter: the discard is waived only when the land you bounce carries a nonbasic land type, meaning a subtype like Cave, Desert, Gate, Sphere, Locus, or Urza's. That is a narrower gate than it reads at first, and a deliberately misleading one, because Island, Forest, Mountain, and Plains are basic land types: bouncing a dual that carries those and nothing else still costs you the discard. To draw clean, you need a land the game treats as something exotic, which quietly rewards the specialty-land subthemes (a Cave deck, a Gate deck, a Locus deck) rather than the ordinary dual-typed manabase you might assume. A land keeps its type across repeated bounces, so a single qualifying land can feed the tap ability turn after turn while your basics stay put. The bounce also functions as a value engine on its own: returning a land with an enters-tapped-and-triggers effect replays that trigger, letting the same land pay off each time it comes back down. The 1/3 flyer body is defensive by design, a wall that trades in early combat while the ability does the real work at instant speed across everyone's turns. What it wants is a deck that has already decided its lands are more than mana, and specifically that they are the strange kind.

