Custodi Soulcaller
Two attack triggers, both keyed to the same number: the count of opponents you swing into this combat. One inflates the body, the other pulls a creature back from your graveyard, and the reanimation ceiling floats to match how wide you were willing to attack. That coupling is the whole design idea. Most reanimation prices its target up front, in the mana cost of the spell that casts it; here the price is political, paid in the number of enemies you make. A duel caps you at returning a one-drop, which is close to nothing; a four-way brawl lets you loop a creature of mana value 3 or less every combat while the 1/2 grows into a 4/5. The asymmetry is deliberate, and it points at exactly the bargain a free-for-all is built around: value scales with exposure, so the throttle on the engine is your own aggression across the table. Both abilities reward the identical line, spreading the attack rather than concentrating it, which turns a card that looks like a fragile midrange body into a recursion engine whose fuel is enmity. Strip away the extra opponents and it collapses: a lone-target combat leaves the second clause fishing for the smallest thing in the yard and the pump barely registering. This is a payoff written to be dead in singleton combat and dangerous in a crowd, which is the honest cost of tying both halves to reach instead of resources.
