Archenemy's Charm
The triple-black cost is the tell: this is a card built for decks that have already committed fully to one color, and it pays that commitment back with reach that most modal removal spells cannot touch. Exile a creature or planeswalker, and you have unconditional removal that dodges regeneration and death triggers alike. Return one or two creature and/or planeswalker cards from your graveyard, and the same slot becomes card advantage that scales with a full turn's worth of trades. Or grow a creature by two counters with lifelink stapled on, and it flips into a defensive tempo swing at instant speed. What makes this more than a Swiss-army removal spell is how those three modes cover the three phases of a black midrange game: the interaction while you are behind, the refuel once boards have traded, and the closing pressure once you are ahead. Modal removal usually asks you to pick between flexibility and rate; the instant speed here means every mode holds up on the opponent's turn, so the choice gets deferred until the board tells you which one you need. The double-recursion clause is the quietly generous line: pulling back two threats at once is the kind of resource swing that black usually reserves for its heavier sorceries, folded here into a card that can just as easily be a clean answer.



