Grim Flowering
The price is the wrinkle here: six mana for a refill spell asks you to have already spent your graveyard's worth of creatures, which means the card is at its best precisely when you can least afford a do-nothing turn. That tension is the whole design problem. A green draw spell that scales with dead creatures rewards the same attrition decks (sacrifice engines, go-wide bodies trading down, aristocrat shells) that struggle to convert a stalled board back into cards, and it answers a real color-pie gap: green replenishes resources better than any color except black, but its card draw has historically been gated behind creature size or land count. This routes around both by counting bodies in the bin instead. The catch is sequencing. Cast it too early and you draw two or three; wait until the graveyard is stocked and the spell can refill an entire hand in one cast, but you have spent six mana and a turn doing nothing but drawing, with no board impact attached. The payoff only justifies the cost in a build where creatures dying is the plan rather than a cost, where the yard fills itself as a matter of course; in that shell the ceiling is high enough to be worth the floor.



