Diabolic Servitude
Reanimation built as a leash rather than a gift. The hinge is the second triggered ability: when the creature it brought back dies, the enchantment does not let you keep the corpse. It exiles the body and bounces itself to hand, ready to fire again the next time you pay four mana. That loop is what makes this an engine rather than a one-shot reanimation spell. You can reuse it across a whole game, recurring whatever fresh threat has fallen into your graveyard, paying the full cost each cycle. The trade is repeatability for raw efficiency: instead of one lump-sum reanimation, you get installments, each one taxing four mana and each one handing opponents a fresh window to break the chain. The fault line is always the binding between the enchantment and the body it props up. Because this is a freestanding enchantment rather than an Aura, it never attaches to the creature, yet the link is just as brittle: any answer that removes the Servitude exiles the creature underneath it, so destroying it sends the threat to exile, and even bouncing it is generous by comparison, returning the enchantment to hand to recast. The recursive cost-paying loop reads like a slower cousin of Recurring Nightmare, swapping a sacrifice for mana, and the bounce-and-recast pattern shows up across black's later toolbox enchantments. The balancing act is exactly that joined-at-the-hip dependency: power the body all you like, but the engine and the threat share one lifeline.






