Meathook Massacre II
The original Meathook Massacre was a scalable board wipe with a lifedrain rider, and it warped a Standard season badly enough to earn a ban. The sequel inverts that premise: this is not a symmetrical sweeper at all. The X in the entry clause is a sacrifice count, not damage, and the number that matters lives in the second and third abilities, which turn every creature death into a theft engine. Your own dying creatures come back under your control for three life; your opponents' dying creatures come back under your control unless they pay three life first. The design bet is that in a grinding game the life you spend is cheaper than the bodies you gain, and that most opponents cannot afford the tax on every trade. The finality counter keeps the loop from spiraling: each stolen or reanimated creature can only die once more before exile takes it, so the engine harvests rather than recurs forever. Strip that single restriction and this stops being a value enchantment and becomes a soft lock. It also reframes the sacrifice-on-entry, because the enchantment is already on the battlefield when its own trigger resolves: the creatures forced to die feed the harvest instantly, tripping the death clauses the moment they hit the graveyard. Where the first Massacre asked how many creatures you wanted dead, this one asks how many of the dead you want to keep.




