A-Scout the Wilderness
The "A-" prefix marks a digital-only rebalance, and the tell is the kicker: this is a ramp spell that adds a white splash to earn a second payload rather than swap into it. The base mode is one of green's oldest jobs, fetching a basic onto the battlefield tapped, paying the tempo of an untapped land now for fixing you can lean on later. Kicker is additive, not modal, so paying the extra doesn't ask you to pick between the land and the bodies; it hands you both, the ramp and two 1/1 white Soldiers off the same cast. That structure is what makes it a card for a Selesnya deck rather than a mono-green one: the color commitment buys a board presence bolted onto the acceleration, so a single slot serves the deck's mana development and its go-wide plan without choosing. The cost you weigh isn't which half you'll want but whether the whole package is worth the mana on a given turn: unkicked, it's plain fixing; kicked, it's fixing plus a two-body floor for when the land alone would feel thin. It's the kind of curve-smoothing older green ramp-into-creatures designs reached for, folding a deck's manabase and its early board into the same card so the ramp turn and the pressure turn can share a slot.
