Osteomancer Adept
Graveyard recursion has always run on a payment schedule: escape wants you to exile from the yard, flashback exiles the card itself, unearth just torches the creature at end of turn. This adept collapses that ledger into a repeatable tap ability, then charges for it twice. First comes forage, the exile-three-or-sacrifice-a-Food tax layered on top of each creature's mana cost, so every reanimation is really a two-part bill. Second comes the finality counter, which turns every returned body into a single-use asset: it dies once and exiles rather than lingering in the yard to be looped. That second clause is load-bearing. Strip it out and a two-mana tapper handing out repeatable graveyard casts becomes an obvious combo engine; with it, the reward comes from building a graveyard broad enough to feed the forage cost and a board plan that squeezes full value from each creature's one guaranteed death. Deathtouch is not decoration either: a 2/2 that trades up in combat keeps the engine alive on defense while the graveyard fills. The genuine design puzzle, rather than a raw value tap, is that both the fuel (forage) and the output (finality-countered creatures) draw from the same resource, the graveyard, so overusing the ability starves the thing that powers it.



