Dread Wanderer
The recursion clause is the whole design conversation here, and it is paid for with two precise restrictions stacked on top of each other. The reanimation happens at sorcery speed, and only while you hold one or fewer cards: a deliberate brake that ties the card's value to running your hand low rather than hoarding it. That makes it a creature built for the kind of aggressive black deck that empties its hand fast and wants every spent card to keep generating bodies, where a recurring two-power attacker matters more than card advantage. The enters-tapped clause does the rest of the balancing work, denying the immediate attack and shaving the first activation's tempo so a one-mana 2/1 with a built-in second life does not simply run away with the early game. Structurally this is the cheap one-drop in the lineage of self-returning black threats: Bloodsoaked Champion asks for a creature death to trigger its return, Scrapheap Scrounger asks you to exile graveyard fuel, and this one asks for an empty grip and a turn with mana to spare. Each pays a different toll for the same promise, that the body is hard to answer permanently and keeps reasserting pressure across a long game. The hand-size condition rewards a deck designed to be flooded out anyway, which is exactly the deck that wants a threat it can rebuy when the cards run dry.


