Prison Break
Reanimation with a growth kicker is not new, but the two-track casting model here is the design worth studying. Cast from hand at five mana, it does the ordinary job: haul a creature out of the graveyard and hand it an extra +1/+1 counter for the trouble. The Mayhem clause rewires when and how you pay for it. Discard the card this turn (to a rummage, a looter, a cost that wants fuel) and you can cast it from the graveyard for one less, turning what would be a dead card in your bin into a discount reanimation spell that also feeds the graveyard it was meant to empty. That inversion is the whole point: the card is designed to be thrown away rather than held, so the loot-and-discard shells that usually treat discard as a tax get to treat it as enablement. The +1/+1 counter shapes what you reach for from the yard. Because it is a static stat bump rather than a recurring trigger, the payoff scales with bodies that want to stick and attack, not with fodder you plan to sacrifice; a returned finisher comes back a size larger, while a sacrifice-loop creature gains nothing that survives its next trip to the graveyard. Timing rules still apply on the Mayhem cast, so this stays a sorcery-speed play from either zone; the trick is the sequencing (discard, then reanimate on the same turn), not a stack surprise.

