Teval's Judgment
Most graveyard-payoff enchantments key off arrival: a card dies, mills, or discards, and the engine fires. This one watches the exit door instead, triggering when cards leave your graveyard rather than enter it. That single reversal is what defines the whole design. Every recursion spell, every flashback cast, every delve payment, every escape and disturb becomes a resource event, and it happens whenever the leaving happens, so a graveyard you were already looting from pays a second dividend on the way out. The batching clause is the quiet regulator: no matter how many cards leave at once, you pick one mode per trigger, and no mode can repeat inside a turn. A single mass-reanimation is therefore one draw or one Treasure or one Zombie, not three. The reward scales with the frequency of leaving, not the volume, which pushes a build toward emptying the yard in many small increments rather than one explosive turn. The Treasure and the 2/2 Zombie Druid token both feed the same engines that clear graveyards, closing a small self-sustaining loop: crack the Treasure, cast the recursion, trigger the exit, draw the fuel for the next pass. It is a payoff built for the grindy, reuse-everything shell where the graveyard is less a resource pile than a revolving door.

