Dawn Evangel
The trigger reads like a puzzle box: it fires not when your creature dies but when any creature dies while wearing an Aura you controlled, which turns removal Auras into recursion engines. Pacifism-style enchantments and, more pointedly, Auras that force a bad trade or outright kill (curses, control-magic effects on a creature you plan to sacrifice, or a cheap Aura on a token bound for the graveyard) all become fuel. The reward is deliberately narrow: only creatures with mana value 2 or less come back, so this is built to loop the bottom of the curve rather than reanimate your bombs. That restriction is the whole design logic. It steers you toward a deck of one- and two-drops with death-relevant abilities, where every Aura you play becomes a delayed card and every small creature is worth reclaiming. The body being both an enchantment and a creature is not decoration either: the creature type lets it wear Auras itself, while the enchantment type folds it into the constellation-style webs of permanents that reward enchantment density. What makes it more than a value trinket is the axis it pushes on, marrying white's traditional Aura theme (long a losing proposition because of two-for-one blowouts) to a graveyard loop that quietly answers the oldest complaint about Auras in the game: that they evaporate the moment the creature they enchant is gone.
