Sowing Mycospawn
Both of this card's abilities are cast triggers, and that framing is the whole design. Put it on the stack and you tutor any land straight onto the battlefield with no strings; pay the kicker and you also exile a land of your choice. These are two independent "when you cast" triggers rather than one kicked-or-not effect, so the ramp is unconditional and the disruption rides along only when you pay for it. That structural choice ripples outward. Because both triggers key off casting rather than resolving, blinking or reanimating the body does nothing: it returns to the battlefield without being cast, so neither ability fires, and the value stays locked to actually spending mana to put the spell on the stack. The kicker's colorless requirement gates the removal half behind a mana type most decks do not produce incidentally, tying the land destruction to the same Wastes-adjacent ecosystem the devoid frame announces. And because the fetch grabs any land rather than a basic, the ramp can hunt down exactly the fixing or colorless source a deck is missing. It sits in the lineage of ramp that plants a land directly in play, but folds a targeted strike on an opponent's manabase into the same card, and delivers the ramp whether or not the kicker ever comes into play. The 3/3 is close to an afterthought stapled onto a tutor and a conditional exile.



