Scaled Herbalist
Land ramp on a body has a long lineage, and this druid occupies its most modest tier: no filtering, no card advantage, only a repeatable line that converts a spare land in hand into an extra drop on the battlefield. The tap and the reliance on already holding lands are the price of that repeatability; unlike a spell that fetches from the deck, this creature does nothing for your development unless you draw more lands than you can naturally play, and its first useful activation waits a turn while it untaps. The redeeming trait is how it sidesteps the usual constraint on this effect: the activation has no timing clause, so a land can arrive at instant speed, on an opponent's end step, or during the window opened by a fetch or a landfall trigger. That flexibility, not raw acceleration, is what recommends it: a way to unload flooded hands on your own schedule, and a slow engine for decks built around a high land count or lands that want to leave and return. A 1/3 is a defender's frame, meant to weather a turn of contact and untap rather than to attack, which suits a card designed to sit back. This is common-rarity green built for grindy, land-heavy strategies rather than curve-out aggression, closer in spirit to the old land-into-play engines than to a Llanowar Elves that pushes you toward a fast start.
