Primary Research
White gets a reanimation spell rarely, and almost never one this permissive: any nonland permanent card of mana value three or less, no creature-only restriction, no exile clause chaining it to a single loop. The five-mana price is where the color balance lives. Where black would do this cheaper and ask for a life payment or a sacrifice, white pays in tempo, sitting a full turn behind the reanimation strategies that got there first. What earns the extra mana is the second half: because the enchantment sticks around, it rewards a graveyard that keeps churning. Any card leaving your graveyard during your turn (the enter-the-battlefield return counts on turn one, but so does anything you flash back, embalm, or otherwise recur afterward) turns your end step into a card. That converts a one-shot reanimation effect into a slow engine, which is a very white way to build the archetype: not the explosive early cheat of a big-mana target, but a grinding value loop anchored to small permanents you can afford to move in and out of the yard repeatedly. The mana-value ceiling keeps it honest by forcing the returns to stay modest, so the payoff is breadth of applicable targets rather than raw size.
