Queen's Bay Paladin
Reanimation is normally a black one-shot bought with a spell slot: Reanimate, Animate Dead, the line of enchantments that ask you to spend a card to cheat a body onto the battlefield. This folds that transaction into a creature's own combat rhythm. The return triggers both on entry and on attack, so each swing is a fresh reanimation, and the Vampire-only restriction is what keeps the effect from becoming a general-purpose cheat: it powers a build already invested in the type rather than a splashable package any deck can bolt on. The finality counter is the wrinkle that separates this from a spell's exile clause. Effects like Unearth exile the corpse at the end of the turn, spending the card upfront; here the target returns to the battlefield and stays until it dies, at which point the counter exiles it instead. That means each retrieved Vampire gets one full life on the field before that door closes, so the deck plays as a chain of durable single-use returns rather than one explosive loop. The life payment scaled to mana value is the meter running underneath it all: pull back something small and the toll is trivial, reach for a fat late-game Vampire and the recursion starts eating your own clock. A repeatable reanimator stapled to a 5/4 body, priced so the bigger the target, the more it costs to keep swinging.



