Infernal Rebirth
Reanimation and mana fixing rarely share a card, and the reason is baked into how each ability wants to be used. A creature-recursion spell wants to hit late, when the graveyard is stocked; landcycling wants to hit early, when the draw is a spell you cannot cast and a basic is worth more. This design sidesteps the conflict by loading both jobs onto one card and letting the game state pick which one is live. Flooded on castable spells but starved for a body, it pulls one or two creatures back from the yard. Screwed on lands with the graveyard still empty, the basic landcycling clause turns it into a cheap tutor for the color you need. The recursion is meaningfully wide: two targets at instant speed is a strong rate for the effect, and the payoff stays fair because it only refills your hand. You still have to pay to recast whatever you drag back, so nothing gets cheated into play; the graveyard is a resource you spend, not a shortcut. That is the real answer to a perennial mono-black problem, the dead reanimation spell clogging an opening hand. Early, this one gives you a floor by trading itself for a basic; late, it saves its ceiling for the turns when the graveyard has finally earned the return trip. One card that is never wholly stranded, which is a harder thing to build than the raw effect suggests.
