Grave Betrayal
Where most reanimation spends a card to bring one creature back, this spends a single enchantment slot to tax every death your opponents will ever suffer for the rest of the game. The cost is paid up front, in mana and a permanent, and after that the engine runs on the other side of the table: each opposing creature that dies queues a delayed return at the next end step as a bigger black Zombie under your banner. The delay is the part worth dwelling on. Because the return resolves at the end step rather than in the heat of the death event, it stacks cleanly: a board wipe that kills a dozen of your opponents' creatures hands you a dozen reinforced Zombies a moment later. That is the card's true alignment, with mass removal rather than against it, since every sweeper you cast becomes a one-sided board swing. The +1/+1 counter compounds the theft (each stolen body comes back larger than it left), and the forced Zombie typing quietly threads the spoils into tribal payoffs. The honest price for an effect that converts every kill across the table, your opponents' and your own alike, into a recruitment drive is patience: it costs heavily and pays out only on the turns the bodies actually start falling, by which point it has already shifted who benefits from the graveyard.
