Zendikar Incarnate
Land-as-power has always been a tempting design knob, because it lets a creature scale with a resource the deck was already accumulating for other reasons. The wrinkle here is a fixed toughness of 4 sitting beneath a power number that floats with your land count. Most variable bodies swell in both dimensions and live or die by sweepers and combat math; this one is durable from the moment it lands and only grows more threatening, never more fragile. Four toughness off a four-mana body survives small burn and most early combat, so the power figure is free to climb without the creature turning into a glass cannon. Working against that is the continuous recalculation: lose a land to an opposing strip effect and the power shrinks on the spot, and with no lands it sits as a 0/4 that accomplishes nothing. That ties its ceiling to a ramp-and-fixing plan rather than to spells you cast, which is the honest cost of the design: the creature is only as large as the manabase you build under it, and it asks the deck to keep lands on the battlefield rather than convert them into other things. It is the green-red finisher that the rest of the gameplan was always going to fuel.



