Ares, God of War
The compulsion to attack is usually a downside a card pays for elsewhere, a tax that offsets an aggressive stat line. Here it is welded to a recursion clause that turns the tax into an engine: your attackers must go to war, and when they die in that war, the cards return to hand rather than sit in the graveyard. That reframes the whole risk calculus of an alpha strike. Trading down in combat refuels your hand; sacrifice-style attacks where the creature was doomed anyway recycle their bodies. The clause keys off any attacking creature you control dying, so it fires whether the death comes from a blocker's toughness or from an instant-speed removal spell an opponent points at your attacker mid-combat, which is what makes the aggression cheap to sustain. What it will not do is bail you out of every bad swing: an attacker that dies to a bigger blocker without killing anything is still a one-for-zero loss on the board, just one where you keep the card. And because this returns the card via a dies trigger rather than a replacement effect, the creature does hit the graveyard on its way home; anything that stops death triggers or exiles from the yard breaks the loop entirely. One wrinkle to track: the card returns to its owner's hand, not yours, so a creature you stole and sent to war goes back across the table when it dies. Built at a body that trades in most fights it starts, the design leans into its own fragility, then refunds you for it.

