Thunderbolts Conspiracy
The best villains never stay dead, and this turns that trope into a resurrection engine with a built-in exit clause: every Villain that dies under your control comes back once, rebranded a Hero, then salted with a finality counter that makes the next departure permanent. The mechanical elegance is in the type change. A returning creature keeps whatever it already was and gains Hero, so any board built to punish or reward one side of the Hero/Villain divide can be turned against itself the moment a body cycles back. Flash is the detail most readers will skim past, and it matters most as protection: get the enchantment onto the battlefield before your Villains start dying, so it is already watching when the death triggers fire and pulls them back the same turn the board empties. Resolve it late and the deaths happen with nothing standing there to catch them. The finality counter is the honest price. Recursion this open would loop into oppression, so each Villain gets exactly one return trip; a creature with a finality counter is exiled rather than dying again, which means the second departure is silent, with no death trigger to harvest. That reframes the card as a value ceiling rather than a loop. What you build around it is not a single blowout but a slow accounting: every Villain buys one extra lifetime and one extra entrance as a Hero, and the exile at the end is the ledger balancing out.

