Soul Enervation
A kill spell with a graveyard-payoff clause bolted on, and the payoff is stingier than it first reads. The front half is clean: flash plus a -4/-4 pulse answers a threat at instant speed and dodges the sorcery-speed window most enchantment-based removal is stuck in. Look closer at the drain clause, though, and the condition turns out to be narrow. It cares not about creatures dying but about creature cards leaving your graveyard, a much more deliberate event. A single reanimation spell, an escape payment, a delve cost, a graveyard-exile activation: each is worth exactly one drain. The "one or more" wording is the constraint that caps the ceiling, because it means a mass-reanimation effect pulling three creatures at once still pings for a single point, not three. The card rewards a steady drip of graveyard interaction, not one explosive turn. On its own the second line reads like flavor stapled to a serviceable removal spell. Slotted into a self-mill or reanimator shell that is already churning and recurring its own yard, the drain stops being incidental: every recursion the deck was going to run anyway now closes the game a point at a time, folding an attrition payoff onto machinery that exists for other reasons.

