Sevinne, the Chronoclasm
The graveyard clause is the reason this Wizard gets built around, not the 2/2 body carrying it. Damage prevention keeps that fragile frame alive through combat and burn, but it advances nothing on its own; the payoff arrives once you cast instants and sorceries from the yard rather than from hand, at which point the first such cast each turn doubles for free with new targets available. The design deliberately taxes the natural line: to recast a spell out of the graveyard you need a recursion piece (flashback, jump-start, an escape cost, or a reanimation shell), and the copy rewards the player who builds that plumbing rather than the player who merely holds a full spellbook. Because the trigger fires on cast, the copy resolves even for spells that would normally exile themselves afterward, so a one-shot flashback card yields two resolutions off a single graveyard exile. The once-per-turn limiter is what keeps this from spiraling into a hard lock: you can loop, but only the first cast doubles, so the ceiling is a tempo swing rather than an instant win. What it wants is a graveyard stocked with cheap interaction and card draw, and it pays out copies of whatever you were already going to cast, turning a recursion engine into a value engine without asking for a dedicated combo.

