Shelob, Dread Weaver
Most black graveyard-hate is a wall: exile the yard, deny reanimation, done. This flips exile from a punishment into a pantry. When a nontoken opponent creature dies, it hits the graveyard first (triggering whatever death effects it carries), then gets scooped into a stockpile only you can spend. The card offers two spouts for that reserve. You can shove a corpse back into its owner's graveyard for two counters and a card, growing the spider by handing the body back to a zone the opponent can still work with, which is the genuine cost of the mode if they run recursion. Or you can pay and reanimate their dead onto your side, tapped, the mana value scaling with what you're stealing. The tension is that the passive is table-wide theft dressed as removal: it reads like protection against recursion, but its real function is converting every kill spell, every chump block, every board wipe on the opponents' half into fuel for two competing engines. The starting frame stays modest on purpose, because the counter mode is the only path to a threatening size. And the two abilities contest the same currency at the card level: the counter mode spends an exiled card as a cost by moving it out of exile, while the reanimation clause needs that same card still sitting in exile to target it. Any given corpse feeds one engine or the other, never both.


