Oracle's Restoration
Green pays a premium to draw cards, because refilling a hand sits outside its slice of the color pie, and this design finds the workaround: it staples the cantrip to something green already wants to be doing. Bundle three incentives into one mana (a combat pump, a fresh card, a point of life) and the draw stops looking like a color-pie violation and starts looking like a byproduct of playing creatures. The catch is the target requirement: the pump needs a creature you control, so the "free" cantrip only cashes in when you already have a body on the board. The sorcery timing seals the rest. There is no holding the +1/+1 for the moment it matters: no answering removal on the stack, no ambushing an attacker, no shoving surprise lethal after blocks are declared. You spend it in your main phase, before combat tells you anything, which is exactly what keeps the effect modest. The pump plays as a nudge rather than a trick: grow a one-drop into a two-power body, refill, bank a point of life against the mirror or the race. That main-phase constraint is what stops the draw from outpacing green's cost structure; each axis is deliberately small so the card advantage never gets ahead of the color's identity. What you are left with is quiet low-rarity glue, the multi-axis payoff that holds a creature-forward deck together without ever announcing itself.
