Thwart the Grave
Double-reanimation spells are usually priced to be prohibitive, and this one hands the discount over to your board instead of setting a fixed floor. The sticker cost is six mana to return two creatures, one unrestricted and the other confined to the four adventuring classes, but a full party in play collapses the price to two. That scaling is the design tension in miniature: the same mechanic that unlocks the cheap cast also narrows the second target, and building a board wide enough to trigger the maximum reduction means you already have bodies out that would rather be attacking than sitting still to be counted. It rewards a deck that has spent the game feeding its own graveyard while keeping creatures on the table, a harder needle to thread than plain reanimation asks of you. The class count is checked on cast, so the reduction reflects your board the instant you announce the spell, not what survives resolution. Set against the reanimation lineage before it, where the trade was almost always life paid or a card discarded to drag back a single fat threat, this one demands a committed, class-conscious build and pays out the volume of two creatures at once.

