Amzu, Swarm's Hunger
Graveyard payoffs usually reward filling the yard; this one rewards emptying it. The trigger keys off cards leaving your graveyard, and it scales to the largest thing that left, so the reward tracks the size of what you exile, flashback, reanimate, or delve away rather than the count. That flips the usual graveyard-value calculus: instead of building a bin to loop from, you build a bin to spend, and the bigger the spend, the fatter the Insect that lands. The once-per-turn clamp is the balancing lever here; it means a single well-chosen bulk-exile is worth more than a dozen small ones, pushing you toward decks that stack one large payload rather than churning small pieces. The Insect-lord clause is the quieter half: menace across a token engine turns a stream of 1/1s into a board that blocks poorly and races well, and the counters mean the tokens are rarely just 1/1s for long. It is a build-around that asks two questions most graveyard cards ask only one of: not just what goes into the yard, but what comes back out, and how large. Anything that recurs, reanimates, or flashes back from the graveyard becomes a growth engine attached to a flying, menace body, and the design leans hardest into big-mana-value cards precisely because the counter payout scales with them.
