Geth's Summons
Reanimation with a poison rider. The base clause is straightforward black recursion: pull one creature from your own yard back onto the battlefield, no reduction, no drawback. The Corrupted half is where the card commits to a plan, because it only pays out against opponents you have already poisoned to three counters, and when it does, it stacks a second job on top of the first: you still return your own creature, and you also reach into each qualifying opponent's graveyard and steal a creature from it under your control. That is the tension worth noting. The reward scales not with your board or your own bin, but with how far along you are on someone else's death clock. Most reanimation spells ask you to fill a graveyard; this one asks you to have already been winning by attrition, then hands you extra targets across the table. Each stolen creature can come from a different poisoned player, so a table full of infected opponents turns a single sorcery into a multi-yard raid layered on your own recursion. It is a build-around dressed as a value spell: cast it early and it is a slightly overcosted single reanimation, cast it after the poison has landed and it swings creatures out of several opponents' bins at once. It belongs to the small family of effects that gate their best mode behind an infect-adjacent board state, asking nothing extra of a deck that will never get there and rewarding one that was already inflicting poison anyway.

