Planar Genesis
Green has always dug through its own deck for lands and threats, but the digging has traditionally been shackled to the main phase: ramp wants to happen before you tap out, so the spells that enable it resolve on your own turn and nowhere else. Resolving at instant speed unshackles that. The land drop this enables can land on the opponent's end step, in response to a fetch or a shuffle, or after you've held up interaction and never spent it. The mode toggle carries the design: choose the land and it enters tapped, so acceleration costs a turn of tempo, while everything else (a noncreature spell, a missing threat, the fixing you didn't happen to need) goes to hand instead. You are never forced to abandon value in the pile. The random-bottom clause draws the ceiling: you see four, keep exactly one, and the other three vanish rather than stack, so this is a single high-quality peek, not a library-sculpting engine. What results is a two-color smoothing spell that behaves like ramp when you want acceleration and a cantrip when you don't, and gets to decide which the moment the information arrives rather than committing on your own turn.
