A-Sprouting Goblin
A mono-red body with a green kicker that buys a search, not a bigger creature. Pay the extra green as you cast, and the Goblin fetches a basic-typed land straight to hand: fixing rather than ramp, since the land arrives as a card you still have to play, not as mana already on the table. That distinction wires the whole package together. The tap-and-sacrifice outlet needs a surplus of lands to feed, and the kicked tutor is what stocks it deliberately, so a game that opens with a fetched land closes with that same land traded, one at a time, for a fresh card at instant speed. The two-mana cost tiers the design cleanly: a mono-red caster gets a 2/2 with a card-draw sink that has to scavenge its own lands, while the green-touching build unlocks the tutor that supplies them on purpose. The Goblin Druid line is the signpost, a tribal crossing rare enough to tell you which two-color seam the card was cut for. Most ramp creatures never close this loop; they hand you mana and stop caring what you do with it once the count is high enough. This one supplies fixing when the game is young and card advantage when the game is old, and asks for nothing but a green source to bridge the two.
