Zacama, Primal Calamity
The untap-all-lands clause is the whole engine, and it is built to fire exactly once: cast Zacama and every land you control comes back up, which on a nine-mana body means you are very likely standing on the mana to start activating the moment it resolves. The three abilities are not modal in the usual sense (you do not pick one), they are a self-contained toolbox priced at two-plus-a-pip apiece: repeatable burn that scales into a board sweep, repeatable artifact and enchantment removal, and a lifegain valve to outpace aggression. With the lands untapped you can chain those activations in the same turn until your mana runs out, which is why the cast trigger matters so much more than the static keywords printed above it. Reach, vigilance, and trample make the 9/9 a fine attacker and blocker, but they are insurance; the design intent is the moment of resolution, when a single resolved spell converts into a controller's worth of interaction. Reanimate it or cheat it onto the battlefield and the engine is dead on arrival, because the untap is gated on the "if you cast it" clause: the card is deliberately built to reward paying full price rather than circumventing it, whether that price is paid from hand, from exile, or out of the command zone. That gating is the discipline holding an otherwise open-ended value engine in check, and it explains why Zacama reads as a fair top-end finisher rather than a combo piece.








