Purgatory
A delayed-blink machine that runs on attrition rather than choice. The first ability is not optional and not selective: every nontoken creature that dies and lands in your graveyard gets pulled out into exile, where it sits as deferred value rather than reanimation fodder. That is the design's central tension, because it turns your own losses into a stockpile while quietly walling off the graveyard from anyone hoping to use it later. The second ability is the slow drip on the other end, an upkeep tax of four mana and two life to bring one of those exiled creatures straight back to the battlefield. The friction is deliberate: one return per turn, in a currency of both mana and life, so the engine never floods the board the way mass reanimation does. And because it triggers on your upkeep, after you have already untapped, the payment competes with everything else you want to do that turn rather than coming free off the top. What you get instead is a body recurred a piece at a time, with the enchantment doing the recordkeeping that flashback's exile clause does elsewhere: each creature is logged to this specific permanent, and losing the enchantment strands the whole reserve in exile. It is an early attempt at a self-contained value loop built entirely out of triggered exile and a repeatable buyback, the kind of grinding, board-rebuilding white-black engine that later sets would package far more cheaply.
