Commune with the Gods
Two mana to dig five deep, but the dig only stops on a creature or an enchantment: that narrowness is the whole bargain. It is a card-selection spell that refuses to find your land drops, your removal, or your finishers unless they happen to be creatures, which means it only earns its slot in a deck built around those two card types. The other four cards do not vanish into the bin as a cost; they fall into the graveyard as the point, fueling the recursion and graveyard-matters builds that want bodies in the bin as badly as they want one in hand. Green has a long line of dig spells that trade selection for filtering: this one sits at the aggressive end, accepting a low-quality search in exchange for stocking a yard. The design tension is that the same restriction making it weak in a generic green deck (no card type other than creatures and enchantments survives the dig to your hand) is exactly what makes it precise in a reanimator or constellation shell, where every fall-off is an asset and the single card you keep is the engine you needed. It rewards deck purity rather than flexibility, which is an unusual ask for a two-mana cantrip-adjacent effect that most players first read as a worse Impulse.



