Enter the Unknown
Explore, tuned into a one-mana enabler that leans forward instead of digging deep. The keyword's fork is the whole mechanism: reveal a land and it goes to hand, reveal a nonland and your creature grows while you choose to keep the card on top or bin it. Note that this only draws a card in the land case; against a nonland it is a +1/+1 counter plus a scry-like decision, not a reliable replacement, so calling it a cantrip oversells it. The second line is where the design gets clever. The extra land drop catches whichever half the explore hands you: if the lookup surfaces a land, you already have permission to play it this turn; if it surfaces a nonland, you have smoothed the next few draws and pumped your creature. That dovetail is why the additional land clause belongs on an explore spell rather than a plain ramp piece, since the lookup has already paid for the information. The cost of all this is that it does nothing without a creature already in play, and it commits a card and a mana to a board that may not survive the crackback. Within the explore family this sits at the cheapest, most tempo-oriented end: less a ramp payoff than a way to keep a green creature deck's draws moving while quietly padding its land count.
