Neva, Stalked by Nightmares
The clever wrinkle here is that this reads as a two-color enchantment payoff whose growth engine feeds on its own graveyard, but the recursion clause and the counter trigger cover different card types on purpose. Entering returns a creature or enchantment card, so the toolbox reach is wide; the +1/+1-and-scry engine only fires when an enchantment you control dies. That split is the whole design: it wants a deck where enchantments are disposable resources (auras, sacrificial tokens, self-immolating value pieces) rather than permanent fixtures, because every one that hits the yard both grows the body and digs one card deeper. Menace on a small legend that keeps ticking up is the pressure valve, turning an incremental grind into a real clock once the counters accumulate. What keeps the loop honest is that the return trigger only fires on entry, so the recursion is one shot per cast rather than a repeating engine; the counters do the heavy lifting over the long game while the graveyard grab is a single burst of value up front. It sits in a specific lineage of Orzhov commanders that ask you to treat the graveyard as a second hand and the sacrifice of your own permanents as fuel, but the enchantment-death condition narrows that lineage to a shape few cards before it had staked out cleanly.
