Enter the God-Eternals
Five mana buys three effects stapled together with no shared target: four damage to a creature paired with lifegain, a four-card mill pointed at any player, and Amass Zombies 4. That fan-out is the point. The spell was built to mirror a marquee pair of legendary creatures (the God-Eternals Bontu and Kefnet, whose graveyard-fueling and combat triggers cover the same jobs) and compress the flavor of summoning them into one Dimir sorcery. Mechanically it produces removal that rarely feels dead: against a creature deck it kills something, nets you four life on the way, and always leaves an Army on the board. The interesting decision is that the mill is unhooked from the damage. You can aim the four cards at yourself to feed a graveyard engine or at an opponent as a soft clock, without committing the damage the same direction. Its one honest limitation is that the damage clause demands a target creature, so with a truly empty battlefield on both sides the sorcery has nothing legal to shoot and cannot be cast at all: the value package is contingent on there being a body to point at. The Amass clause is what keeps it developing after resolution: the counters can grow an Army you already control rather than always minting a fresh 0/0, so the sorcery keeps paying out where most one-shots stop. Sorcery speed is most of what keeps that stack of value from tipping into oppressive.



