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A cantrip that pays you in tempo rather than cards. The draw replaces the spell exactly, so the ledger stays even at one card in, one card out; what changes hands is sequencing, not raw advantage. The extra land drop is the real reward, and the math works whenever you have a second land to deploy—including one you might draw off the spell itself. Cast it on an empty hand and you have spent two mana to draw a single card, a thin rate; cast it with a land to play and you have advanced your mana, dug a card deeper, and stayed flush. That conditionality is what keeps the effect honest: it asks you to be holding the resource it wants to put into play, and gives nothing extra to the hand that cannot. The principle is the green idea that earlier cards kept overpaying for, that putting a land onto the battlefield is itself worth something when the deck is built to want it. It rewards the landfall-hungry, the high-curve, the build that genuinely wants two lands a turn, while asking nothing of the deck that only needs the dig. The result reads as a low-variance gear in an engine wearing the costume of a one-shot sorcery: rarely explosive, rarely dead, and quietly load-bearing wherever an extra land on the battlefield counts as an effect rather than a side benefit.

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