All Hallow's Eve
A telegraphed apocalypse that prices its payoff in time rather than mana. Four mana buys nothing immediate: the spell exiles itself with two scream counters, and only when the last counter ticks away (on your second upkeep after casting) does the payoff fire. That payoff is a symmetrical mass reanimation, every creature card in every graveyard returning to its owner's battlefield at once. The design logic belongs to a moment when the rules themselves were still under construction, before the templating language for deferred effects had settled: two turns of telegraphing, a symmetrical effect that demands you fill your own yard while leaving room to manage theirs, and no way to accelerate the timer once the counters start ticking. The closest descendants are the mass-reanimation sorceries that came later (Living Death, Patriarch's Bidding, Rise of the Dark Realms), but each of those resolves the turn you cast it. This is the prototype that built the cost out of upkeep triggers and a two-turn fuse instead of a single resolution, and the shape has not really been revisited since: modern Magic prefers stack interaction to upkeep timers, and a deferred symmetrical board reset only survives a design culture still feeling out how much rope a player should get.



