Serene Remembrance
Graveyard hate in green has always meant paying a body's worth of mana for an enchantment or sacrificing a creature on the way out; this trades all of that for a single green pip and a sorcery's worth of patience. The trick is that it does not exile: it shuffles, sending up to three cards back into the deck. That distinction is the whole reason it exists. Against a graveyard built for reanimation or delve, exile is cleaner, but shuffling denies the value while also smoothing your own draws if you point it at your own bin: a one-mana way to recover key cards or thin a flooded yard. It also recurs itself, going back into the library rather than to the trash, so a deck with enough card velocity can see it more than once across a long game. What you give up for that flexibility is speed and surety. At sorcery timing, it cannot interrupt a graveyard combo mid-resolution the way an instant-speed answer could, and three cards is a soft cap against a yard that fills five or six deep a turn. This is graveyard interaction for the grindy green deck that wants a maindeckable, color-appropriate tool rather than a dedicated hoser: narrow against the fastest graveyard engines, but quietly useful where library order and incremental disruption matter more than a hard stop.
