Cult Conscript
The recursion clause is the whole design conversation here, and it is built to answer exactly one question: how do you give a one-mana body a self-buyback engine without it looping itself into oblivion? The condition solves it cleanly. Because it can only crawl back when a non-Skeleton creature died under your control, it cannot sacrifice itself to fuel its own return; it needs a separate body to satisfy the condition every turn. That single word ("non-Skeleton") turns what would be a degenerate free recurring attacker into a payoff that demands a sacrifice engine around it, which is precisely the aristocrats shell that wants a cheap, expendable, self-returning creature in the first place. The tapped-on-entry clause is the other tax, discouraging you from flashing it back as a surprise blocker and keeping it honest as an offensive threat that has to survive a turn cycle before it swings. The result is a creature that reads as fragile (a two-power one-drop with one toughness) but functions as a renewable resource: a piece that dies, comes back, dies again, and each death-and-return can be tuned to trigger a death payoff on the way out and a fresh attacker on the way in. It is a design that understands its own body is disposable and prices its resilience accordingly, asking you to build the machine that keeps feeding it rather than handing you the loop for free.
