Ostrich-Horse
The self-mill-with-a-choice mechanic usually lives in decks that want the graveyard full, but here it is bolted to a body that wants nothing to do with the yard. That is the wrinkle worth sitting with: milling three and reading the results forces a decision between two entirely different payoffs. Hit a land you want, and it comes to hand as a smoothing effect, the mill functionally a filtered draw. Decline (or come up landless), and the creature grows to a 4/2, a real body on a three-drop rather than a fragile 3/1. The design makes the mill non-negotiable while making the reward conditional, so you are not choosing whether to fill the graveyard, only what you get paid for doing it. The friction sits in the second clause: the counter is offered only when you pass on the land, which quietly discourages greedily grabbing every land in sight and asks you to weigh curve-fixing against clock. Three cards deep is enough to matter for graveyard-hungry strategies without the card being built for them, incidental fuel a self-mill shell can lean on while the counter option keeps it live as a plain green beater. It is a small design, but a genuinely two-sided one: the same trigger reads as card selection in one deck and a growth spell in another, and which it becomes is settled every time it enters.
