Call of the Death-Dweller
Reanimation that hands you two bodies at once is nothing new; the wrinkle here is the mana-value budget shared across both. Three total across two creatures means either one three-drop or a pair of ones and twos, and that math is what shapes the card around it. It wants a graveyard stocked with cheap value creatures rather than a single fat threat, which pulls it toward the sacrifice-and-recur end of black rather than the classic Reanimate school of cheating out something enormous. The two counters are where the design earns its keep: deathtouch turns a returned one-drop into a removal threat that trades up, and menace makes a small body a reliable damage source or a repeatable sacrifice trigger that opponents cannot easily wall off. Both counters can even stack on the same creature, so you can rebuild one dork into a deathtouch-menace attacker or spread the buffs to make two blockers awkward to fight through. What balances it is entirely in that shared three: the card can never reach the heavy hitters, so its ceiling is a function of how many efficient creatures you have already spent, not how big a payoff you can steal. It reads as a value engine for the aristocrat lineage that black has been refining for years, a way to turn dead one-drops into a permanent board advantage rather than a one-time cheat.
