Myojin of Grim Betrayal
The whole Myojin cycle turns on a single knob: the indestructible counter you only get for casting the spirit from your hand, and the once-per-lifetime activated ability it fuels. Cast it any other way (reanimation, blink, a cheat-into-play effect) and the counter never arrives, so the game-ending button never exists. That constraint is the entire tension, because the payoff is one of the most sweeping reanimation clauses in black's history. Removing the counter doesn't return a creature from your own yard; it puts onto the battlefield, under your control, every creature card in every graveyard that hit those yards this turn. So it rewards the turn where a board wipe just went off or your own sacrifice engine emptied the table: play out the destruction first, then reclaim all of it at once. The timing is load-bearing. Only creatures that hit a graveyard (died, milled, or discarded) this specific turn come back, and only true cards, so tokens that dissolved into nothing are gone for good and old bodies sitting in the yard from prior turns stay put. That makes it a punish button pointed at fresh graveyards rather than an all-purpose Living Death. The 5/2 is almost incidental, a fragile shell whose only job is to survive long enough to spend its single counter. Everything here is a one-shot, and the setup it demands (a mass death you engineered, a spirit you resolved off the top of your hand) is the price of the largest swing in the room.

