Funeral Room // Awakening Hall
Two black enchantments stapled into one card, and the sequencing between them is the whole design. The cheap front half turns every creature death into a two-point life swing, so the fodder feeding an attrition plan (chump blockers, sacrifice pieces, anything that trades) drains opponents while it sits on the board. The far door, unlockable at sorcery speed by paying its own cost once you can afford it, returns every creature card from your graveyard at once. What makes the pairing tick is that a Room door does not have to be cast: you unlock it from the battlefield, so the two halves can be spread across turns rather than crammed into a single spell. The loop follows from that. A board built on death triggers stocks the yard, the back half empties the yard onto the battlefield, and because the front half stays online after the unlock, the returned army immediately becomes fresh death-drain fuel. Unlike a one-shot reanimation spell that resolves and is gone, this keeps its aristocrats engine running through and after the mass return. The eleven listed mana value is an artifact of how split and Room cards sum their halves; nobody pays it, and the number tells you nothing about how the card deploys, one door at a time.



