Dance of the Tumbleweeds
Spree turns the old ramp-versus-payoff choice into a single spell you buy in installments. The green tradition has always split its two-drops into fetch-a-land spells and grow-a-body spells; this collapses both into one card and lets you decide, at cast, how much of each you can afford. Pay one extra and it is a modest land tutor with a Desert clause bolted on for the terrain-matters builds. Pay three and it is a haymaker whose size scales off the very lands you might have just fetched, so the two modes were designed to feed each other: buy both halves and the token grows by the land you just put into play. That escalation is what keeps the card honest at two mana. The base cost prints nothing on its own; Spree requires at least one add-on, so there is no floor where this cantrips or stalls. It only does work you pay full freight for, and the ceiling (fetch plus a lands-count Elemental in a single card) demands a real chunk of mana that no early-game hand can casually cover. It is a late-game flood insurance policy dressed as a ramp spell, converting excess lands back into a threat the moment ramping stops mattering.
