Moorland Rescuer
The reanimation payoff here is priced entirely in the death trigger, and the self-exile on resolution is the leash that keeps a mass-return effect from running away. The math is self-referential: X equals this creature's own power, so the base 4/4 buys back up to four power of dead creatures, but the number is a variable, not a constant. Pump it before it dies and the pool swells; sacrifice it in response to a counter-pump and you can empty a graveyard's worth of small bodies back to play in a single trigger. The design leans on that flexibility while quietly capping the ceiling, because returned creatures are constrained by total power rather than card count, which favors wide swarms of cheap bodies over a single reanimated bomb. And the whole engine is one-shot: exiling itself means there is no loop, no repeated sacrifice value, no way to reset the trigger. It rewards a battlefield already stocked with dead weenies and a way to grow or kill this Knight on demand, then converts that setup into one explosive rebuild. That scaling, single-use board reload answers a sweeper by turning your own graveyard into the counterattack, which puts it in a different register from the steady-drip recursion of Sun Titan or the loop-friendly Reveillark. This is a haymaker, not an engine.

