Omen of the Hunt
Rampant Growth priced as an enchantment, with flash bolted on to soften the tempo cost. The land-fetch is the same body of work green has done since its earliest ramp spells: dig a basic out of the deck and drop it in tapped. What the enchantment frame buys is a second life. This does not resolve and leave; it stays on the battlefield as a permanent, and once it has done its ramping it can be cashed in for a scry, smoothing the next few draws. That two-stage structure is what sets it apart from a straight ramp sorcery: the mana arrives now, the card-selection comes later, on your schedule. Flash matters for the front half specifically. Casting it at instant speed lets you develop the land on an opponent's end step rather than tapping out on your own turn, keeping your mana open through their combat. The sacrifice ability needs no such help; activated abilities are already instant-speed by default, so you can hold the scry until the exact moment your next draw matters, in response to a draw step or before an important card comes off. The price of all this flexibility is rate: three mana for a tapped basic and a delayed scry 2 is a slower deal than green's cheapest ramp. That is the trade the design makes, spreading a modest effect across two windows instead of front-loading it into one.

