Boneyard Scourge
The recursion clause here reads like a Dragon-tribal sacrifice payoff, but the trigger is broader than it looks: it fires whenever any Dragon you control dies while this sits in the graveyard. That means a chump block or a trade in combat becomes a repeatable loop as long as you have the to spend each time and another Dragon willing to die. The design puts the value entirely in the graveyard rather than the battlefield: unlike a persist or undying creature that leaves the front line and comes back diminished, this returns clean, at full 4/3, for a small recurring tax. What keeps it in check is the sequencing. The recursion demands that a Dragon die while this is already in the yard, so it does nothing the turn it hits the battlefield and nothing until you have both bodies to spin the engine. It is a card built for a specific density of Dragons, a graveyard you are willing to feed from, and a mana surplus to convert into board presence one flyer at a time. Outside that context it is a 4/3 flier for four; inside it, it is a resilient threat that punishes removal by treating the graveyard as a second hand.

