Despoiler of Souls
The recurring cost is what defines this thing, and it is paid in two currencies at once: a black-heavy mana investment every time, plus two other creature cards exiled out of your graveyard for good. That second half is the unusual part. Most cheap reanimating threats charge you in life, bleeding you a little each time they crawl back; this one charges you in graveyard inventory instead, so the engine scales with how aggressively you fill the bin and stalls the moment the fuel runs out. Pair that fuel demand with the can't-block clause and the creature's job narrows to a single vector: attack, trade or die, spend two cards and the mana to come back, attack again. It is an inevitability engine that only ever points forward, never backward into defense. The body is honest about the deal: a fragile 3/1 that asks nothing of your hand once it dies but contributes nothing on the back foot. The genuine friction is that the exile cost competes directly with every other thing a grindy black deck wants its graveyard for: delve, larger reanimation targets, flashback, anything that treats the yard as a second hand. Each return strips two creatures the rest of the engine might have wanted. The card lives in that argument, between a threat that refuses to stay dead and a graveyard that can only feed so many mouths at once.


