Behold the Sinister Six!
The different-names clause is the whole balancing act here, and it changes what kind of graveyard this rewards. Mass reanimation has usually charged by the corpse: raise everything, or raise the biggest thing you can afford. This one caps the count at six but forbids duplicates, which quietly turns the spell away from graveyards stuffed with redundant fatties and toward decks that seed the yard with a spread of distinct payoffs. The math cuts against a common reanimator failure mode too: if you mill three copies of your best body, you can still only return one, so the ceiling is a diversity of threats rather than a stack of the same one. At seven mana it is priced as a game-ending payoff rather than a value play, and it makes no demand about how the creatures got there, so any combination of self-mill, discard, or sacrifice that fills a varied graveyard feeds it. The design lives in the gap between a targeted single-reanimation spell and an unconditional "return all creatures" haymaker: broader than the former, more disciplined than the latter, and built for a board that arrives already assembled from six different pieces rather than one recurring engine.




