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Moxonomy

Graveyard Shift

Sorcery4 generic manaBlack mana

Reanimation has always paid its power in tempo: the cheapest effects hand the tools to the opponent by leaving a window, and the honest ones cost you a whole turn to cash in. This one flips the ledger by letting your own deckbuilding buy back the timing. It reads as a plain five-mana raise-dead until the graveyard fills out, at which point the flash clause turns it into an end-step ambush or a mid-combat rebuild. The condition asks for five distinct mana values, not five cards, which nudges you toward a curve that touches different costs rather than a pile of identical drops; a graveyard stuffed with copies of the same dork stays sorcery-speed no matter how deep it gets. That constraint is doing all the design work here: it rewards a yard that grew organically through a game of trades and sacrifices, not one seeded artificially with a single loop. The payoff, once earned, is real. Returning a creature on the opponent's end step, or after a board wipe resolves, changes which removal spells are safe to walk into and which combats are safe to enter, and it lets a reactive black deck hold up a threat the way a control deck holds up a counter. The rate is unremarkable; what the card can eventually steal is the timing, and that is the trick a long line of straightforward reanimation sorceries never managed to pull.

Graveyard Shift (snc)
SNC · #81uncommon
Pricing
Normal: $0.14
Foil: $0.13
Oracle Text

Rules text

This spell has flash as long as there are five or more mana values among cards in your graveyard. Return target creature card from your graveyard to the battlefield.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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