Doomed Necromancer
Black has always had reanimation that spends itself: Reanimate, Animate Dead, and Exhume each cash in a card to put one creature back. This performs the same single act, but it asks you to assemble it on the board first. You drop a 2/2, and the body becomes a standing threat of activation: reanimation you have to protect rather than reanimation you cast and resolve. Opponents face a choice: kill the small body now and spend removal on it, or leave it up and let you choose your window. That window is the underappreciated part. Because the ability taps the creature, it cannot fire the turn it enters, but once summoning sickness clears it activates at instant speed: reanimation at end of turn, reanimation in response to a removal spell, reanimation held until a blocker is needed. The self-sacrifice clause is the cost, not a recurring engine; this returns exactly one creature card, and the build hinges on what that card is. The reach is what sets the ceiling: any creature card from your graveyard, no power, toughness, or color restriction, so it scales with whatever you are willing to bury. A fatty too expensive to hardcast, a death-trigger creature you want milled and cashed in, a combo piece that needs to land for free. Small body, deferred timing, and a payoff defined entirely by what is in the yard when it goes off.







