Relive the Past
Green-white recursion usually reaches for creatures, so the choice to leave them out entirely and grab everything else instead is the whole design conceit. Three graveyard cards come back at once (an artifact, a land, and a non-Aura enchantment), and the sorcery bolts a shared clause onto them: each returns as a 5/5 Elemental on top of whatever it already was. That second line is what turns a slow value spell into a swing. A returned land is now a 5/5 that also taps for mana; a returned artifact keeps whatever it did before but can also attack; a returned Manalith or signet becomes a body with utility stapled on. The reanimation targets that fair-value graveyard piles never bother to build around: the enchantments and artifacts that die to boardwipes, the fetchland or utility land that hit the yard, the mana rocks that got sacrificed. The seven-mana price tag and the sorcery-speed lock are the honest brakes: the spell wants a deck already stocked with permanents worth animating and a graveyard salted with exactly the right three types, a demand that outstrips the raw output it promises. It is a mass-reanimation payoff for the permanents most reanimation spells ignore, and it rewards a graveyard built for variety rather than a single fat target.



