Walk with the Ancestors
Two effects for one spell, arranged so the first is guaranteed and the second is a gamble. The regrowth clause is the anchor: it pulls back up to one permanent card, so it wants a graveyard already stocked with something worth the trip, a land, a fatty, a piece that died on schedule. Then discover 4 spins the library for a nonland hit at four or less, either casting it free or tucking it into hand. That interplay is the point: green's recursion has usually asked you to pay retail for the return, buy back the creature, replay it, spend the mana again. Here the discover reimburses part of that tax, since a free cast off the top can be the ramp piece or the utility body that lets the returned card actually resolve the same turn. The wrinkle is that discover 4 rarely whiffs (it digs until it finds a legal card, unless none remains), so the risk lives entirely in what it finds rather than whether it finds, which asks a deckbuilder to weight the curve toward the low end where the free cast lands something useful. It reads as a midrange refuel: not fast, not a finisher, but a spell that replaces itself and then some, priced so the graveyard half stays a floor and the discover half stays the upside.
