Call Damage Control
Regrowth has spent decades being a single-target spell that returns exactly one card of any type from the graveyard to hand, and the design tension of green recursion has always been how far to widen that generosity without letting green quietly outvalue every other color. This is the modal answer: two returns instead of one, but each pointed at a different permanent category, so you cannot use it to twice-fetch the same broken creature or double up on a land engine. The one-per-type constraint is doing the balancing work. You get breadth (a mana rock and a fatty, a fetchland and a stax piece) rather than raw redundancy, which pushes the card toward toolbox recovery instead of loop-fuel. It also cannot touch instants or sorceries, keeping green out of the spell-recursion lane that black and blue guard. The sorcery-speed clock matters too: this rebuilds a board on your own turn rather than ambushing at instant speed, so it functions as a reset button, not a combat trick. The effect is generous on rate for two mana, but the type-partitioning is a deliberate ceiling: it is a scaffold for climbing back into a game across several axes at once, not a way to bury an opponent under repeated copies of your best single card.
