Zimone's Experiment
Green's dig spells have always paid a tax for their card advantage: Divination-style effects want to draw, but green pays instead in selection, in tempo, or in the risk of whiffing. This one collapses two of green's favorite payoffs into a single dig. It splits its yield by card type, dropping lands directly onto the battlefield tapped while routing creatures to your hand, so one cast can be pure ramp, pure creature advantage, or a mix of both depending on what the top five show you. The randomized bottoming is the price that keeps the digging fair: you see five, keep at most two, and lose track of the rest by shuffling them blind to the bottom. That randomness carries real weight, because it denies you the setup that ordinary bottom-of-library effects leave behind for later draws. What you have here is a green ramp-plus-advantage engine tuned for decks that run heavy on creatures and lands and light on everything else: the fewer noncreature nonland cards in the deck, the closer this comes to hitting its full two-card ceiling every cast. It rewards a deckbuilding commitment rather than a play skill, which is the quieter and more interesting axis it sits on.
