Diregraf Horde
Decayed reframes a wide board as a countdown rather than a wall: each 2/2 attacks exactly once and then removes itself at end of combat, so the mechanic sells tempo, not durable pressure. This is the payoff built to that logic. A 3/4 that also spits out two more zombies looks like a mountain of stats, but two of those three bodies expire the moment they swing, and that self-destruction is the hidden cost tucked into an otherwise absurd rate. The rider stapled to the enters trigger is what elevates the card past a pile of tokens: it can strip a pair of cards from graveyards, at no extra cost, as a downstream consequence of the same effect that builds the board. That folds graveyard hate into a proactive zombie plan, so the disruption arrives free and can be aimed at a reanimation target, a delve enabler, or an escape spell while the zombie player keeps developing. Because the exile is optional and can name zero, one, or two targets, an empty graveyard never leaves the trigger stranded. What the card asks is that a zombie deck treat its graveyard interaction and its board development as one action rather than two, and it rewards an archetype that wanted to attack anyway for pointing that aggression at the opponent's graveyard on the way in.


