Memory's Journey
Anti-mill insurance with a second use built in. The blue half is the panic button: three cards back from graveyard to library, targeting any player, which means it can refuel your own deck against a mill clock or strip a key card out of an opponent's bin before they recur it. What defines how this card lives in a deck is the green flashback cost, which pulls you into two colors for one effect, and the exile clause that comes attached: the second shuffle is the last one, since the card removes itself from the very loop it exists to protect against. That self-limiting structure is the point. A card whose job is to reset graveyards cannot itself become an infinite graveyard engine, so the exile does the policing, capping the effect at exactly two activations across two colors. The shuffle-into-library line plays as a softer cousin to graveyard hate that hands cards back rather than exiling them, buying time instead of permanently disrupting. The three-card cap and the targeted-player clause keep it surgical rather than sweeping; you choose which cards survive the shuffle, not blank a graveyard wholesale. It is built for grind, not tempo, and the two-color stretch is the price of getting the effect twice.
