Tempt with Immortality
Reanimation is black's oldest crime, but almost all of it is selfish: Animate Dead, Reanimate, the back half of any Living Death. This one disguises mass reanimation as generosity, and that is a genuinely different psychological lever to pull. The opening gesture is modest: one creature back from your graveyard, guaranteed. The escalation is where it gets cruel. Every opponent who accepts (returning a creature of their own) hands you another reanimation in return, so a four-player pod that all bites turns a one-for-one into a four-for-one in your favor. That is the gamble the design forces on everyone else: take the free body now and accelerate the caster's army, or pass and watch them reanimate alone. The friction is real, though. At five mana you are paying a premium over a single targeted reanimation spell, and the payoff is entirely contingent on opponents cooperating against their own interest. The best decks for it stuff their own yard with a single overwhelming threat so that even the worst case (nobody takes the bait) still nets a real haymaker, while the symmetry becomes pure upside if anyone gets greedy. It is a multiplayer card to its bones, underwhelming in a duel and built specifically for a pod that can be tempted into bad math.
