Too Evil to Stay Dead
Reanimation has always been priced against a gate: pay a little and you get a small creature back, pay a lot and the whole graveyard is fair game. This one hands you the dial and lets you pay in bodies instead of mana. Cast it flat and it sits at the modest end of the tradition, retrieving a creature of mana value four or less: a workmanlike loop for value engines and sacrifice fodder. Pay the teamwork cost, tapping down enough of your board to reach total power four, and the ceiling vanishes; any creature card in your graveyard, no size limit, comes back. Tapping a swing's worth of attackers is what makes that jump defensible. You are not paying extra mana or exiling anything; you are committing four power to the tap, a real concession in a deck built to attack and a trivial one in a deck built to sit back and rebuild. That asymmetry is the design axis: it rewards a wide board that can spare four power for a turn and taxes the reanimator who wants a clear path to the red zone. Note that the payoff is not surprise. Like every reanimation spell, this one chooses its target on the stack, so the giant is announced before it lands; the teamwork cost gates how big you can go, not whether the opponent sees it coming.
