Dance of the Manse
The threshold at X of six is the whole design decision, and it splits the card into two spells wearing one name. Below six, this is a mass artifact-and-enchantment reanimator: rebuy your Signets, your O-Rings, your utility enchantments, at whatever value your graveyard and mana allow. At six or more, every permanent you return arrives as a 4/4, which turns a pile of inert noncreature junk into a board of bodies. Those bodies enter with summoning sickness (there is no haste clause here), so the animation rider is a threat you set up rather than a swing you make: the payoff lands the turn after, or through vigilance and blocking, or via a sacrifice engine that does not care about attacking. The X counter is a ceiling on each returned card's mana value, not a total, so the spell is technically forgiving of expensive permanents (six six-drops is a legal return). What actually pushes the deck toward cheap permanents is the quantity clause: you want to hit the full "up to X" count of 4/4s, and a graveyard is far easier to fill with six one-drops than with six six-drops. Printed value is low, but the effect scales entirely off the X you pay on top, so this is a spell you cast late and cast big, at sorcery speed, with the graveyard already stocked. It sits in a lineage of white-blue recursion that usually returns one permanent at a time; the move here is horizontal breadth fused to an animation rider, so the breadth reads as a finisher rather than pure value.





