Say Its Name
Most cards are cast once and forgotten; this one is designed to be drawn, cast, and buried three separate times before it pays off. The front half is honest enough on its own: a two-mana dig that fills the graveyard while pulling back a creature or land, self-mill and recursion folded into one green function. The second ability is the reason it exists. Assemble three copies of the card in your yard, exile them together, and you conjure a specific enormous eldritch payoff onto the battlefield, fetched from graveyard, hand, or library alike. That "and/or" tutor is the clever part: whichever zone the finisher happens to occupy, this finds it and cheats it in, so the ritual functions whether you've drawn the payoff early or milled it away. The design leans hard on redundancy of the name rather than redundancy of effect, an incantation you have to repeat before the summoning completes. It asks a deck to treat its own graveyard as a component store and to run enough copies that three end up there naturally, which is why the mill line and the recursion line are stapled to the ritual: the card is both the fuel and the engine that consumes it. The whole thing is a slow-burn contract, three utterances of the same words, and the reward is a battlefield entrance that ordinarily costs many times two mana.
