Wild Endeavor
The dice are the whole design, and they resolve a familiar tension in a novel way: this is a spell that hands you both bodies and lands, but forces you to sort which half gets the bigger allotment. Roll two d4, and every outcome splits somewhere between two and eight total value across the board and the manabase. A pair of fours is the dream (four Beasts and four basics), but the floor still gives you something on both axes. That symmetry is what makes the randomness palatable: unlike a coin flip that whiffs, there is no dead result here, only a better or worse allocation. The choice clause is the real decision point, because the two rolls are almost never equal, and picking which number feeds the token side versus the ramp side is where the spell asks you to read your own board. Behind on the battlefield? Take the higher number in Beasts. Stuck on lands? Send it to the search. Green has always married ramp and fatties, going back to the earliest big-mana designs, but bundling both into one roll and letting the caster arbitrate the ratio is a cleaner expression of the color's identity than a fixed split would be. It is dice-based design that respects the outcome rather than gambling with it.

