Six
Retrace was a keyword that lived and died on a narrow slice of the card pool: it printed on instants and sorceries, letting you recast a spell from the graveyard by discarding a land in addition to paying its full cost. This Treefolk lifts that mechanic off the instant-and-sorcery track and grants it to your whole graveyard, but only for nonland permanents, and only during your turn. That scope is the entire design. Every creature, artifact, enchantment, and planeswalker that hits the yard becomes recastable as long as you keep drawing lands to pitch, which turns the attack trigger into a fuel line rather than a value cherry: milling three and taking a land keeps the discard engine paid. The result is graveyard recursion built around excess lands as a resource, where flooding out stops being a problem and becomes the plan. What keeps it from spiraling is the timing clause. The granted retrace works on your turn only, so you cannot flash your own recurred board back onto the table during an opponent's turn, and each recast still costs full mana plus the discarded land, meaning the ceiling is a grind rather than a combo. The 2/4 reach body is deliberately unassuming: this wants to sit behind a wall, attack into open ground for the mill, and convert a stocked graveyard into a second hand one permanent at a time. It generalizes a dead keyword into an engine, and the engine wants the exact overflow most decks try to avoid.






