Graveyard Shift
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.
