Kruphix's Insight
Reveal six, keep up to three enchantments, dump the rest: in a shell where most of your library is enchantments, the rate approaches a three-mana draw-three, and the cards it cannot grab go somewhere useful rather than clogging the top of your library. That graveyard-filling clause is the part casual readers skip past, but it is doing real strategic work. Self-mill is a cost in most green card-selection, an unwanted side effect of digging; here it becomes conditional value, feeding any payoff that wants enchantments (or just cards) in the bin. The design reflects a specific moment in green's history, when enchantment-matters builds needed dedicated digging that the color's older toolbox did not offer: green could ramp and draw off creatures, but a tutor-adjacent dig that rewarded a high enchantment count was new territory. Both the ceiling and the floor are set by your own deck construction. Run it in a list with few enchantments and it is a clunky, half-wasted sorcery; run it in one built around them and the variance compresses into something close to reliable card advantage. It asks the deckbuilder to commit before it pays, which is exactly the trade that separates it from a generic green cantrip.

