Loamcrafter Faun
The whole design turns on a cost-conversion: the discard is not a downside stapled on for balance but the fuel that powers the recursion. Late in a game, when extra lands in hand are the least useful cards you can hold, this exchanges them for any nonland permanents sitting in the graveyard: creatures, artifacts, enchantments, planeswalkers. Green has always had wide graveyard access through Regrowth-style effects, so returning permanents is squarely on-color; what this does differently is bundle a scalable, land-fueled reload onto a 3/3 body. The one-for-one trade scales cleanly, so pitching three flooded lands buys back three permanents, which makes it a reload engine rather than a single-target rescue. It resolves a tension familiar to graveyard-and-lands strategies: too many lands clogging the hand while the yard fills with permanents you would love to see again. This creature makes those two problems cancel out. The catch is that it all happens on the enter-the-battlefield trigger and only then: you convert whatever lands and targets you have at the moment it arrives, so its value is entirely a function of your board state on the turn it hits. Both the discard and the return are optional and bounded ("up to that many"), so an empty graveyard or a landless grip costs you nothing beyond a vanilla body. That elasticity is what separates it from the rigid symmetry of older land-discard payoffs, which demanded exact inputs or gave nothing back at all.


