Zektar Shrine Expedition
The deferred-payoff structure here is the whole pitch: two mana down on an empty board buys you nothing immediately, only a meter that ticks up one notch per land drop. The math is deliberately slow, but it is not strictly a three-turn wait. Each land that enters can add a counter, so a fetchland that cracks into another land, or a ramp spell that drops an extra land, stacks triggers within a single turn and brings the payoff online faster than a one-land-per-turn pace suggests. The reward is a 7/1 Elemental with trample and haste that lasts exactly one combat step before exile cleans it off the board. That ephemerality is what pays for the rate: a body that big can never become a permanent threat, only a single overwhelming swing, and the trample is precisely the keyword you want on it, since it shoves the bulk of seven damage straight through whatever chump blocker stands in the way. The 1 toughness is the other side of the bargain: any ping effect or instant-speed removal erases the token before it connects, and because the enchantment sits visibly accumulating counters, an attentive opponent knows the haymaker is coming and can hold up an answer. What this kind of enchantment really does is convert excess land drops, normally dead late-game draws, into a clock, asking the deck to commit early and survive to the turn the burst arrives.
