Edgar's Awakening
Reanimator spells share a structural problem: the strategy needs to fill its graveyard with fat creatures, but the sorcery that cashes them in is dead weight when it lands in the yard instead of the hand. This design solves both halves at once. The primary mode is a straightforward five-mana return-to-battlefield with no evasion, no downside, and no restriction on what comes back: pure fuel for a deck built to fill the yard early and cast it late. The second half is what makes every copy count. When you discard it (to a rummage, a Faithless Looting effect, a wheel), you can pay one black and haul a creature card from your graveyard back to hand. Both modes depend on there being a creature in the yard, so this is not insurance against a whiff; it is a way to keep the card contributing whether you draw it or pitch it, so long as the graveyard is stocked. Discarded with a full yard, it converts into a threat back in hand. Cast with a full yard, it puts a fatty onto the battlefield outright. The two modes cover the two ways you might draw it while the plan is working, which is the design luxury most reanimation sorceries cannot afford: it rarely sits inert while your graveyard holds targets.


