Cemetery Desecrator
Most graveyard-hate creatures exile a card and stop there; this one converts the exiled card's mana value into a payload, so the size of the effect scales with whatever fuel happens to be lying in a bin. The reach into any graveyard, including your own, is what makes the effect elastic: feed it a high-value spell (yours or an opponent's) and it hands you a lethal -X/-X on a single threat; point it at a graveyard stocked with cheap fetches and cantrips and it barely twitches. A controller running flashback, delve, or self-mill can weaponize their own graveyard rather than waiting on an opponent's, which is what separates this from pure attrition-hate. Both the enter and dies triggers offer the same modal choice, so it fires twice per copy over a life cycle, and the counter-removal mode quietly doubles as a way to peel loyalty off a planeswalker or strip a finality counter off a creature. The menace on the body matters least and is priced accordingly: this was never meant to win on stats. What holds it in check is the sorcery-speed reality of relying on a creature that has to resolve before it does anything, and the fact that its payload is only ever as large as the single card it can dig out of a graveyard. It sits in the lineage of graveyard-hate-as-ammunition, where the exile clause is not just interaction but the fuel line for the removal itself.





