Yuma, Proud Protector
Land sacrifice usually reads as a cost you pay grudgingly: fetchlands ping you, sac-lands cash themselves in for a single trigger. This turns the whole graveyard-of-lands premise into a payment plan that runs in both directions. The cost reduction means the more lands you have already fed to the yard, the cheaper the 6/6 gets to redeploy, so an eight-mana value on paper is really a floating anchor that drops as the game grinds. Then the sacrifice-to-draw clause on entry and attack keeps feeding that same graveyard, turning each swing into a small Wrenn-style land-into-cards conversion that also shrinks the recast cost the next time. The third ability is where the color pie work shows: tie the card's payoff not to lands generally but to Deserts specifically, and every Desert that hits the yard (through the draw clause, through cycling, through any sacrifice) spits out a 4/2 with reach. That narrows the reward to a subtheme rather than handing it to every land deck, which is the discipline the design needs; a 6/6 that drew a card and made a body every time you cracked a fetch would be doing too much for free. What the card really wants is a manabase built to die on purpose, where lands are ammunition rather than infrastructure, and the reach tokens quietly turn a self-mill-your-own-mana plan into a defensive wall while the draws keep the engine fed.
