Exhumer Thrull
Two recursion triggers stapled to one body, with the second one delayed by haunt: the death of this Thrull does not end its work, it relocates it onto another creature and waits for that creature to die too. The first Raise Dead happens on entry, the second on the haunted creature's death, so the card folds a creeping inevitability into what looks like an overcosted body. Haunt was the mechanic built around exactly this kind of two-stage payoff, the design conceit being that a creature's afterlife should still cost the opponent something, and the exhumer line leans into the grindiest reading of it: you are not buying a 3/3, you are buying two cards back from your graveyard spread across two deaths you do not fully control. The tension is the timing. The second trigger fires on someone else's clock, which means the smart play is haunting a creature already destined to die (a chump blocker, a token, a creature you can sacrifice on your own terms) to collapse the delay. Left to natural attrition it can sit haunting for several turns, which makes the card a slow value engine rather than a tempo play. It is recursion priced for the long game, and the haunt clause is what justifies paying six for an effect that, on its face, two two-mana sorceries already do twice over.
