Vengeful Regrowth
Recursion and defense folded into a single sorcery, sized for a specific kind of graveyard-fed green deck. Returning up to three lands from the yard is the ramp payoff (a hard reset for a landfall or lands-matter engine that has been grinding cards into the bin), but the tokens are what change the math: three 4/2 bodies with reach is enough to stabilize against a flying-heavy board and pressure back the following turn. That reach clause gives away the defensive intent behind the design; the Plant Warriors are meant to hold a line while the recovered lands rebuild your mana. The scaling is the design honesty here: draw it early with an empty graveyard and you get nothing worth the six mana, so the card asks you to have done the work before you cast it. Flashback is what pushes it from a value spell into an engine piece: the exile-when-cast clause means you can only wring the effect twice, but a second casting late in a long game is a second wave of blockers and a second land-recovery step at exactly the point most decks have run dry. It rewards a build that treats the graveyard as a resource pool rather than a byproduct, which is a narrower ask than the rate suggests.

