Woodland Guidance
Regrowth has always paid for its raw power by being a single card: spend the slot, get something back, move on. This sorcery splits that bargain into a baseline recursion effect and a payoff gated behind clash, the top-of-library mana-value gamble that defined a whole block's worth of design. Win the clash and every Forest you control untaps, which on a four-mana sorcery turns the recursion into something close to free: get a card back, refill your mana, and conceivably chain into another spell the same turn. Lose it and you have simply paid above rate for a Regrowth, which is the floor the design is willing to accept. The clash is a deliberately soft randomizer; you can stack your own deck's top card to swing the odds, and the payoff is upside rather than a requirement, so the card never feels punishing when the reveal goes the wrong way. The real restriction is the closing line: the spell exiles itself as it resolves, so it never reaches your graveyard at all. That is what shuts off the obvious "regrow myself" loop at the source: there is nothing to bring back, by construction. What remains is a green value piece built around a mechanic that asks a deck to thread expensive spells through its curve, and to care about the top of its library in a color that usually leaves it alone.
