Migration Path
The design problem this answers is the ramp spell's dead late-game draw. Green has always fixed with tutors that fetch lands to the battlefield, but the cost of that reliability is a card that does nothing when you are already flush on mana: a topdecked ramp spell in the closing turns is a wasted draw. Cycling for solves that without touching the front half's rate. Early, it puts two basics onto the battlefield tapped and fixes the curve; late, it becomes a fresh card for a modest fee. The tapped clause is the tax that holds the acceleration to one net turn rather than an untapped burst you could immediately spend. What makes the shape notable is how cleanly the two modes partition the game: the fetch belongs to the opening, the cycle to the endgame, and you rarely have to guess wrong. Ramp-with-cycling is a small template, but it is the answer to a decades-old friction: a four-mana fixing spell that earns its slot when you draw it on curve and again when you draw it eleven turns later with nothing left to ramp into.





