Conduit of Worlds
Green has always wanted a recursion engine that runs on graveyard depth rather than mana, and this is the version that priced it honestly. The land clause is the quiet half: a Crucible of Worlds stapled to the top, letting fetch-fueled decks and land-sacrifice engines treat the yard as a second manabase. The activated ability is where the tension lives. It reads like an every-turn Regrowth, but the design pays for that generosity with a hard clamp: you cannot cast a spell before you tap it, and if you do bring a permanent back, the turn is spent. That single-spell restriction keeps a would-be broken loop from ever forming. You are not chaining value; you are trading your entire turn's casting for one recovered threat, dork, or artifact. The sorcery-speed timing closes the door on any instant-speed shenanigans, and the "nonland permanent card" wording keeps it from replaying the burn, counters, and sweepers that would make repeatable recursion oppressive. What you get instead is a grinder's tool, a way to make attrition matches unwinnable for the opponent by re-buying a body every turn while your lands recur underneath it. The gap between how the effect scans (a free Regrowth on a stick) and how it actually plays (one spell, or the engine, never both) is the entire design, and it rewards players who structure a turn around the clamp rather than fighting it.






