The Grim Captain's Locker
Escape was designed as a per-card recursion valve, an intrinsic cost printed on the creature: exile a chunk of your graveyard, pay the mana, and crawl the threat back out. Each card carried its own tax, which made the keyword self-limiting. This artifact peels that ability off the individual card and turns it into something you hand out wholesale. Tap it, and until end of turn every creature card in your graveyard gains escape at a flat rate: plus four other cards exiled, per creature. That is not free mass reanimation. You still pay the mana for each cast, so the ceiling is set by how many times you can afford
in a turn, and the exile clause means a deep graveyard funds only a handful of returns before it runs dry. The two abilities close a loop across turns: the surveil half stocks the bin one card at a time, and the escape-granting half cashes it out, each escaped creature competing with everything else you might want to reclaim for the same fuel. The result is a payoff that rewards a large, redundant graveyard over a single prized body, since every creature carries the same flat cost regardless of its power. It sits naturally alongside self-mill and aristocrats shells that treat the yard as a resource pool rather than an accident, though the mana bottleneck keeps the granted keyword honest in a way the printed-on version never had to worry about.

