Fell Horseman // Deathly Ride
The Adventure frame usually splits one card into two clean spells; here the two halves are built to quarrel over the same resource. Deathly Ride is a sorcery-speed Raise Dead that hauls any creature card out of your graveyard back to hand, leaving the 3/3 body waiting in exile to cast later. Play that body instead, let it trade, and its death trigger does something a plain Zombie Knight would not: it dies as normal, then buries itself on the bottom of the library rather than lingering in the yard. That self-removal is the balancing wrinkle. A four-mana body carrying a two-for-one is a fine attrition piece, but shipping itself to the bottom denies the graveyard-payoff decks that want corpses to stay put: no delve fuel, no reanimation target, nothing to raise a second time. Note the timing, though. Because this is a dies trigger and not a replacement effect, the creature can still be sacrificed to an outlet and still register on every "when a creature dies" trigger before it heads for the library; the self-removal is a separate trigger alongside those payoffs, not instead of them. The friction is the whole design. Deathly Ride wants a full graveyard to pick from, while the front-half creature methodically strips itself out of every graveyard it lands in, refusing to become the very kind of body its Adventure half is built to recover.
