Fearsome Awakening
Reanimation with a tribal kicker, built so the bonus only fires for the deck that wants it. The baseline effect, five mana to put any creature card from your graveyard onto the battlefield, sits well above the rate of dedicated reanimation spells, which is the point: this was never aimed at the cheat-out-a-monster crowd. It is a Dragon-tribal card first, a generic reanimation spell second. The two +1/+1 counters are conditional precisely so the floor stays honest; on a Dragon you get a bigger body returned to the air, on anything else you simply pay too much to recur a creature. Worth noting it returns the creature directly to the battlefield rather than to hand, so the counters land on a permanent that can attack immediately if it already had haste, and because they are real +1/+1 counters rather than a temporary buff, a returned Dragon keeps its swollen stats permanently. The design reflects a recurring problem with tribe-locked payoffs: tie the reward too tightly to one creature type and the card becomes dead weight outside its deck, but make the base effect strong enough to splash and the tribal bonus stops mattering. Here the split is deliberate. The reanimation half is intentionally overcosted so that the Dragon half carries the card, and that is exactly the deck it was written for.
