Riveteers Ascendancy
The recursion clause is built around a value ratchet rather than a loop: each sacrifice returns something cheaper than what came before, so an aristocrats board grinds downward through its own curve, feeding a four-drop back to reanimate a three, a three to reanimate a two, and so on. The once-per-turn clamp is the ceiling that keeps the yard from emptying in a single combat step, and the lesser-mana-value requirement means the enchantment can never simply loop one creature against a free sacrifice outlet; it demands a descending stock of bodies to keep the returns coming. That requirement also quietly narrows the fuel. The engine wants a spread of real mana values, because a token valued at zero, sacrificed for free, has nothing beneath it to reach for: no creature card in the graveyard sits lower, so those bodies contribute a trigger and nothing else. What separates it from most graveyard-recursion enchantments is the trigger source: it does not care about death, only about the act of sacrificing a creature, so the Treasure and artifact economies that usually surround these colors do nothing for it directly. The reanimated creature arrives tapped, which pushes the payoff toward arrival triggers and next turn's board rather than immediate pressure, favoring bodies whose value is front-loaded when they land. This is a slow attrition engine wearing a three-color price tag, the kind that does nothing the turn it resolves and everything three turns later once the sacrifice machinery is humming.




