Expand the Sphere
Most land-tutor sorceries stop at the ramp: dig, put lands into play, move on. This one wires a second effect into the same slot, and that built-in flexibility is what makes the design worth study. The trick is the phrase "up to two land cards": you are never forced to take the ramp. A deck that cares about counters can look at six cards, refuse the lands entirely, and cash the whole spell into two proliferations by choice, spreading counters across walker loyalty, +1/+1 counters, charge counters on an artifact, or poison on an opponent. The scaling inverts the usual green ramp equation. A normal ramp spell rewards a hit and punishes a miss; here the counter-matters player treats "put zero lands into play" as the goal, while the ramp player takes both lands and forgoes the proliferate. The same four mana points at two different decks, and the built-in split means it is never dead in either: the floor is "I proliferated twice," the ceiling is "I ramped twice," and the middle rewards whoever reads the top six and decides which they need more. The lands arriving tapped is the small friction pricing the ramp side, the only real check on an otherwise generous piece of green fixing that lets you decide, at resolution, which game you are playing.
