First-Sphere Gargantua
The design here is about turning a middling body into a two-visit resource. Six mana for a 5/4 that draws a card and costs a point of life is fair-to-slow value on its face, but the card's real job is played from the graveyard, not the hand. Unearth brings it back for a discounted three, sorcery-speed only, with haste attached, buying a swing and a second draw before the end-step exile clears it away. That exile is the tax that keeps the loop honest: you get exactly two entries, one from casting and one from unearthing, and then it is gone for good. The entry trigger doing double duty is what makes it both a graveyard payoff and a reanimation target in one card. It feeds strategies that mine the yard, gives sacrifice and blink shells a body that pays a card on the way in, and rewards decks that would rather discard it early than hard-cast it. The lifeloss is a real cost only when stacked across many draws, which is the point: this wants to be entered twice, not held in hand as a slow six-drop. It sits in a long line of graveyard-value bodies where the discard is an upside and the second trip is the whole design, a lineage that runs from the earliest unearth creatures through every self-mill engine that treats the graveyard as a second hand.



