Repair and Recharge
White reanimation has always been the exception rather than the rule, and the design that carries this one is the breadth of what it targets. Where black's graveyard recursion typically means creatures, this reaches for any artifact, enchantment, or planeswalker card, brought straight back to the battlefield. That constraint is what defines the card's home. It is not a general-purpose reanimation spell so much as a rebuild button for the permanents that carry the most stored value: a sacrificed engine, a milled planeswalker, an enchantment that ate a removal spell. The Powerstone token appended to the effect is the tell about what kind of deck this was built for. It arrives tapped, and its mana cannot cast anything that is not an artifact, so it does nothing to accelerate the return itself; what it can do is pour into activated abilities, ward costs, and the next artifact spell, feeding a board that already wants to spend colorless mana on colorless permanents. That pairing (recur a big permanent, then start ramping toward the next one) locks the card into artifact-centric white decks rather than any midrange shell that happens to run graveyard value. It answers a question white rarely gets to ask, and it answers it narrowly, for the exact players who were going to build around Powerstones anyway.
