Minion's Return
The flash clause is the whole trick. Reanimation auras have a long, unglamorous history of being too slow: you spend the enchantment, wait a turn, and hope nothing kills the creature before it dies on your terms. This one flips the sequencing by letting you drop the aura at instant speed, which means you can hold it up in response to combat or a removal spell and steal the creature at the moment it hits the yard. Enchant a blocker that is about to trade, or answer an opponent's own removal by claiming their creature as it dies; the aura resolves before the death trigger, so the returning card comes back under your control. It is theft dressed up as protection. The condition that limits the whole plan is that the creature has to actually die while the aura is attached: if a removal spell exiles, bounces, or tucks the target instead, the aura has nothing to latch onto and heads to the graveyard having accomplished nothing. Where most steal effects (Control Magic and its many descendants) take a creature that is alive and well, this one asks you to invest ahead of a death you are often engineering yourself, and it does not borrow the creature: it returns the card itself to the battlefield, permanently under your control, fresh and untapped, with no enchantment left to remove and snap it back. The instant-speed window is what turns a durdly reanimation shell into a reactive tool.
