For the Ancestors
Green's tribal card advantage has always been feast-or-famine: a peek at the top few cards that pays out fat when your deck is dense with one creature type and whiffs entirely when it isn't. This one hedges against the famine by making you name the type at resolution rather than at deckbuild, so it flexes to whatever tribe you're playing, and it looks six deep instead of the usual handful, meaning even a modestly concentrated deck reliably pulls two or three bodies into hand. The flashback is what turns a one-shot dig into an engine: cast it early to refuel, then buy it back later for a second harvest when the graveyard is the only resource you have left, with the exile clause the ceiling that keeps it from looping. The cards you don't take don't sit on top waiting to clog your next draw; they're randomized to the bottom, which quietly smooths the deck's texture in a way a straight scry-and-stack effect wouldn't. Structurally it does the work Distant Melody or Kindred Discovery aim at (converting tribal density into gas) without the mana investment or the payoff-per-creature scaling, trading raw ceiling for a cheaper, castable-twice floor. The whole design lives on the assumption that your library is a monoculture; the more single-minded the tribe, the closer the six-card look comes to reading "draw a fistful."

