Invoke Justice
The quadruple-white cost is the tell: this is white paying full freight for the one thing its color has always kept behind restrictions. Where black returns creatures cheaply and asks few questions, white's recursion has historically demanded a price in exile clauses, narrow targets, or steep commitment. This one buys the widest possible target (any permanent card, so a planeswalker, an artifact bomb, or an enchantment engine all come back to the battlefield, not just a creature) and then stacks a second, independent effect on top: four +1/+1 counters spread across one player's creatures and Vehicles. That second half turns a resurrection spell into a rebuild. The counters are not tethered to the returned permanent, and the ordering is what makes them work together: the spell reanimates first and only then distributes counters, and because the counters are parceled out among a target player's creatures on resolution rather than at a target chosen up front, a creature or Vehicle you just brought back is fully eligible to receive them. A single cast can restock and reinforce in one motion, which is what lets it recover after a board wipe. Both effects still lean on a stocked graveyard: with an empty yard there is no target and no spell, but one good permanent to reanimate is enough to fire off a topdeck. The color intensity does all the gating here, keeping the effect in decks built to cast it rather than pricing it down with a weak target or a downside clause.





