Unnatural Restoration
Regrowth for permanents only is the trade this makes, and the second clause is what justifies the narrowing. Green has always had cheap graveyard recursion, but the classic versions grab anything: a burn spell, a counterspell, a sweeper. Restricting the return to permanent cards is the cost that buys the proliferate rider, and that pairing tells you what deck this was built for. In a shell running counters (planeswalkers, saga chapters, +1/+1 creatures, energy, charge counters on artifacts), the two halves reinforce each other: you rebuy the counter-generating permanent that died and simultaneously advance every counter already on the board. Cast on an empty board it is a slightly worse Regrowth; cast where counters are everywhere it recovers a body and pushes the whole battlefield forward at once. The design logic is worth naming because proliferate stapled to a value spell is unusual. The mechanic normally lives on cheap enablers meant to be cast repeatedly, or on payoff creatures. Bolting it to a one-shot recursion sorcery means the proliferate is a bonus you take when you would have wanted the return anyway, rather than a reason to run a mediocre card. That is the honest read: it does nothing extra unless counters are in play, so the reward comes only when the counter theme is the deck's spine rather than a splash.
