Nullmage Advocate
The destruction half is the bait; the recursion half is the price. Activating this means returning exactly two cards from an opponent's graveyard to their hand, which sets two consequences pulling against each other. First, it is dead unless the opponent has at least two cards in the bin, so against a thin yard you cannot fire at all. Second, when you can fire, you hand the opponent two cards back and draw nothing yourself: a card-disadvantage trade stapled to a tap ability, all to blow up a single artifact or enchantment that a one-shot spell would have killed without the donation. The wrinkle is that the recursion clause is not pure downside everywhere. Because the cards move from graveyard to hand, the ability strips reanimation and flashback fodder out of an opponent's yard, so against the right deck the symmetry tilts back toward neutral. That is a narrow window, and the default outcome is a removal answer that refills the opposing hand every time it resolves. The template is familiar from a run of green Druids built on the same self-punishing logic: a genuinely useful tap ability welded to a clause that pays the opponent. The body is fine and the removal is real, but the activation cost is the entire conversation, an answer that asks the opponent a new question every time you reach for it.


