From the Catacombs
Reanimation is one of black's oldest bargains: spend a little mana, cheat a big creature into play, and accept whatever fragility the designers bolt on to keep it fair. Here the fragility is the corpse counter, and it is unusually total. The reanimated body resists most attempts to sacrifice and rebuy it, bounce it, or tuck it away for a second loop; if it would leave the battlefield by any route, it goes straight to exile. That single clause shuts down the entire recursion layer that usually makes reanimation targets sticky, a deliberate reversal of the way players learned to stack a cheat with a value engine and drain the same body over and over. What you get instead is a one-shot: the creature, plus the initiative, which is its own escalating pressure clock running underneath the play. Escape then answers the question every reanimation spell eventually faces, which is what to do once the first cast has resolved and the good targets are already dead. Rather than sitting dead in hand or graveyard, it converts a bloated graveyard into a second reanimation, paying five other cards to reset itself. The result reads less like a single spell and more like a self-refueling loop that trades graveyard depth for tempo, with the exile clause ensuring each pass is a genuine one-time swing rather than an infinite blink-and-return engine.

