Aberrant Return
Reanimation has always been a negotiation between what you steal and how much you pay for it. The single-target school (Reanimate, Animate Dead) buys back one big body at a discount; the mass school (Living Death, Twilight's Call) empties every yard at once and hands the board to whoever seeded it best. This sits between those two poles by making the count a variable you set on the way in: one, two, or three targets, from any graveyard, all at once. That flexibility is exactly what the -1/-1 counter pays for. Reanimation usually rewards you for the raw size of what you drag back, so shaving a point off every returned creature bites hardest at the cheapest end of the pool: a one-toughness sacrifice engine simply dies on arrival, and a persist creature comes back already down its own counter and spent. The tax scales with your greed. Pull one enormous threat and the shaved point barely registers; grab three small value engines and you hand back a chunk of what made them worth returning. It also opens a wrinkle the single-target cards do not have: because the targets are chosen when you cast it, the spell doubles as graveyard denial, pulling a key creature out of an opponent's yard whether or not you actually want to field it yourself. The sorcery timing keeps that honest, holding the whole operation to your own main phase rather than a surprise end-step heist.

