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Dig with a delivery condition: it filters five cards deep but hands you only a creature or a land, dumping everything else into the graveyard. That restriction is the whole bargain. Where a free-pick smoother lets you grab anything you see, this one refuses to find your noncreature removal, your instant-speed answers, or your noncreature combo piece, which is precisely what lets it dig five rather than three. The narrowing pays for the depth. The graveyard clause turns the cost into a resource: the cards you mill are not waste when the bin is a working part of your plan, whether that means delve fuel, reanimation targets, or recursion fodder you would rather have below the battlefield than sitting on top of your library. Take a creature or land and four cards go to the yard; take nothing and all five do. Green rarely gets to see this far down, so the design hands it a self-mill smoother that doubles as graveyard setup, with the selection deliberately walled off from the noncreature, nonland spells that would make it a true tutor. The card's real audience is any strategy that treats its graveyard as a second hand: there, the four or five cards it discards are not a tax but the point, and the creature-or-land you keep is the cheaper of two payoffs.
