Druidic Ritual
Green rarely gets to seed its own graveyard on its own terms, which is what makes the front half of this card a quiet novelty: the mill three is optional, a "you may" you trigger only when you want the fuel, and it feeds the retrieval that follows. The math is deliberately generous. Mill three, then pull back a creature and a land, and you have often replaced most of what you just buried while netting the pieces you actually wanted. That structure rewards graveyards built as toolboxes rather than accidents: the more you dig, the more likely the yard already holds the exact creature and land you are about to retrieve, and the mill can complete the pairing on the spot. The "up to" clause on both returns is what earns the effect, because a barren graveyard on the land side never taxes the cast; a version that finds a single useful target still functions as clean recursion. What it does not do is grind. Three cards is not a mill threat, and the retrieval is hard-capped at one creature and one land, with the sorcery returning other cards rather than itself, so it cannot rebuy a board or refill a hand across turns. This is a value deck's opening move, a one-shot dig-and-recur, and its ceiling is set by how much you can front-load the graveyard before you ask it to give something back.

