Nurgle's Conscription
Reanimation that reaches across the table instead of into your own bin, and it charges you for the trespass on both ends. The creature comes in tapped, so it cannot attack or crew the turn it arrives, and it cannot pay a tap cost for any ability that demands one: you take the body, but you take it inert on offense. The exile clause does the heavier lifting. Instant-speed reanimation is a familiar tool, but most of it targets your own yard; pointing it at an opponent turns their disposal pile into your resource pool, then wipes it clean. That second half folds a full graveyard-hate spell into the same card: after you pluck the best creature out, nothing else in that yard survives, which shuts off flashback, delve, escape, and the opponent's own recursion in a single motion. Timing compounds the effect. Because it resolves at instant speed, the window opens the moment a creature hits an opponent's graveyard: a removal spell that just killed their bomb becomes the setup to steal it. Five mana for a stolen finisher plus a full yard-exile is a fair rate precisely because the tapped condition denies the immediate tempo swing you would otherwise cash in. It is a punish card sharpened against graveyard-dense strategies, most rewarding against the exact plans that lean hardest on the pile you are about to burn down.

