Insidious Fungus
Green's disenchant problem has always been that the color hates giving up its creatures for utility, so the fix here is to make the sacrifice pay for itself. A one-mana body that later spends two more to shatter an artifact or an enchantment is the kind of maindeckable answer green rarely gets to run without dead cards against the wrong opponent, and the third mode solves exactly that dead-card risk: when there is nothing to destroy, it cashes in for a card and a free land drop instead. That land clause is the quiet load-bearing piece. It means the sacrifice is never a blank; it folds the ability into green's ramp identity, letting a stalled hand turn a spent creature into a tapped land and forward motion. The design lineage runs through modal removal creatures that green has always wanted and rarely earned: something like Reclamation Sage answers permanents but does nothing when there is nothing to answer. This one carries its own escape hatch. The cost structure is what keeps it honest: sacrificing the creature means it is not a repeatable engine, it is a single flexible payoff you slot in early and cash when the board tells you which mode matters. It asks nothing of the deck around it except that green decks usually have a spare land to put down, which they usually do.

