Rydia's Return
The modal split here answers the problem every green midrange deck runs into once the game grinds long: sometimes the board needs pushing, and sometimes it needs rebuilding, and a card locked into one job sits dead in the other game state. The first mode is a team pump in the Overrun family that closes when you already have the bodies down. The second is a two-for-one that ignores creature restrictions entirely, pulling any permanent cards back to hand: lands wrecked by a sweeper, an artifact engine that got answered, the two best creatures in your yard. The sharpness is that the modes point in opposite directions on the game clock. One finishes, the other refuels. You buy the pump when you are ahead and the retrieval when you have stumbled, so the card scales its value to whichever half of the game you are actually in. That is a tension green rarely resolves in a single slot, since its finishers and its rebuilds usually cost different cards. The price is the double green and the sorcery-speed commitment: five mana on your own main phase, no ambush at the end step, no combat-trick blowout. But the choice between the two directions stays hidden inside your hand until the moment you cast it. The opponent can read that a green player is sitting on cards; they cannot know whether the fifth land untaps into a swing or a rebuild until the sorcery is already on the stack.
