Shamanic Revelation
Green's refill spells have always priced their card advantage against a board requirement: you cannot draw five off this until you already control five bodies, which is exactly the position where you most want the cards flowing and least want to tap out for a five-mana sorcery. The card leans into that squeeze rather than smoothing it over. The wide token deck and the fat-creature deck both reach for it, but for opposite reasons, and the split payout serves both. The base draw scales with raw creature count, rewarding the go-wide plan; the Ferocious clause bolts a life-gain mode on top that only power-four-or-greater decks fully cash, converting a refill into a buffer against the burn or alpha strike that a tapped-out turn invites. It is clean asymmetry: the same sorcery reads as a card-draw engine for a swarm and as a stabilizing cushion for a ramp deck that has resolved a couple of haymakers. The restriction is the one green draw has lived with since this kind of effect first appeared: it adds nothing to the board itself, costs five at sorcery speed, and pays out proportional to a position you must already have earned. The refill is real and immediate, but it never builds the board it demands; it only rewards you for having built it first.



















