Revival Experiment
The clever thing here is the taxonomy. Most graveyard reanimation asks you to name a card and pay a price; this one asks you to name a category and rewards you for having built a graveyard that spans them. One artifact, one creature, one enchantment, one planeswalker, one land, one battle: the ceiling is a six-permanent swing off a single sorcery, and the deck that gets there is one that has deliberately seeded its yard across the permanent types rather than stacking the fattest reanimation target it can find. A graveyard full of creatures and nothing else gets you exactly one creature back, so the breadth of your yard is the whole story. The life payment scales with the payoff (three per card, eighteen for a full six-type return), which turns the spell into a genuine risk-reward calculation rather than a free windfall. Exiling itself afterward is the honest tax on a one-shot effect this broad. What makes it worth building around is that it rewards a different kind of graveyard hygiene than the usual reanimator pile: it likes a self-milling deck that dumps a wide, varied board into the yard, then rebuilds it all at once. The result is a payoff that reads modest on a single line and plays like a second opening turn when the graveyard is stocked correctly.


