Rise to Glory
The modal split here is doing quiet work most reanimation spells ignore. Returning a creature from the graveyard is a well-trodden effect; returning an Aura is the rarer half, because Auras die indirectly all the time. Point removal at an enchanted creature and the Aura sloughs off into the yard as collateral, orphaned and unrecoverable by most graveyard tools that only care about creature cards. This spell rebuilds both halves of that exchange in one cast, and the mode order is what makes the double-mode line clean: the effect resolves the creature first, then the Aura, so the returned Aura has a legal permanent to latch onto and can reattach to the very creature that just arrived. Choosing both modes reassembles the whole voltron package in a single resolution rather than forcing you to spread the Aura onto whatever else survived. Since it is a one-shot sorcery, the choice is locked in at cast, and a deck built around board presence will often take just the recoverable half rather than reach for the double. The rate is honest for what it asks: five mana to claw back a specific enchanted-creature package that a board wipe or an edict scattered, with the flexibility to grab whichever half sits in the graveyard. It belongs to a small family of Orzhov recursion effects built around the enchanted-creature investment rather than raw creature count. It does not generate advantage on its own; it restores the particular kind an aura-aggression deck is built to accumulate.
