Follow the Lumarets
Card advantage in green usually rides on a body or a hefty price, but this one buys it on the axis green has always owned: pulling creatures and lands out of the library. The design lever is the lifegain clause. Dig four, keep one hit by default; but if you have already gained life this turn, the same spell hands you two. Infusion ties the payoff to a scaling threshold rather than a fixed floor, so at a static two mana the card is deliberately mediocre in a vacuum and sharp in a shell that gains life as a matter of course. That makes it a bridge between two green subthemes that rarely share a slot: the ramp-and-flood-the-board engine and the lifegain shell green normally leans on white to enable. The bottoming clause is the quiet restraint: you take the hits you want and randomize the remainder to the bottom, so the card rewards a library dense with creatures and lands over a search for one specific piece. And what it never finds is spells: the fuel it returns is only ever bodies and land, never a noncreature instant or sorcery, which is the honest ceiling on any green card-advantage engine built this way. Its whole appeal is converting incidental lifegain into raw volume of threats, for a deck that was going to gain the life anyway.
