True Ancestry
Regrowth with a Clue stapled on: that is the whole trade, and the second half is what keeps green's most flexible recursion honest. The return clause is generous by green's standards. Any permanent card (creature, artifact, enchantment, planeswalker, battle, or land) comes back to hand for two mana, a rate green has usually gated behind a body or a stiffer cost. Recovering a card from the yard without touching the board is a tempo hit, though: you spend two mana and a turn's tempo now to catch up on cards later. The Clue is what makes that arithmetic worth it. It converts the spell from a straight one-for-one into a delayed card-advantage transaction, a cantrip you finance later by paying the sacrifice cost when you have the mana to spare. So the card is card-neutral the turn you cast it and card-positive only once the Clue is cracked, which spreads a very efficient effect across two payment windows instead of one. Being a Lesson lets it be fetched with learn rather than only drawn: it can sit in a sideboard-style pool to be retrieved on demand, which reframes it as a toolbox answer you reach for when a specific permanent needs to come home, not a maindeck engine you build around. The fetchable framing and the deferred draw together keep a two-mana Regrowth from being oppressive.
