Grim Discovery
Two-for-one recursion priced for the grind. The "choose one or both" construction lets a two-mana spell buy back a creature and a land at once, replacing itself and then some when both halves connect. That land clause is the part doing quiet work, because it turns the spell into a tool for fetchland and sacrifice-land builds, decks that crack lands for value and want them back, rather than a pure raise-dead engine. The flexibility costs almost nothing in deckbuilding terms: take just the creature when your graveyard has no land, just the land when there is no creature to raise, both only when you want the full value. The real friction is the sorcery-speed restriction. You cannot hold it up as insurance against a board wipe, so it asks you to spend it on your own turn as forward progress rather than reaction. That timing window sorts it cleanly from the instant-speed creature recursion that can ambush combat or rebuild after a sweeper; this one is a grinder's card, built for decks that fill their own graveyard reliably and inch toward the late game, where returning two permanents to hand for two mana quietly outpaces an opponent trading one resource for one.


