Tormod, the Desecrator
Most graveyard payoffs care about what enters the yard; this one triggers on the exit. Whenever cards leave your graveyard in a single event, it mints one tapped 2/2 Zombie, which reframes the entire vocabulary of black recursion as a token engine. Reanimation, flashback, escape, delve, disturb: any effect that pulls cards from the yard to be cast or exiled now leaves a body behind. The design inverts the usual graveyard-matters axis. Instead of rewarding you for filling the yard, it rewards you for draining it, so self-mill and reanimation stop being sequential steps toward one payoff and become a repeating cycle: bury the card, cast it back, collect the Zombie. The important wrinkle is what "one or more" actually costs you. Because the trigger fires once per leave-event and produces a single Zombie regardless of how many cards left, a mass-exile effect that empties the yard at once is the least efficient way to feed it: you want cards trickling out one at a time, each departure its own trigger, each trigger its own token. That single detail turns incremental, repeatable recursion into the goal and makes bulk graveyard-emptying a waste of raw material. The 4/2 body invites a swing but does not survive one, which pairs with Partner to steer this toward a supporting command-zone role rather than a solo threat. It asks for a builder who spends and refills the yard in small increments, and pays out in a currency any aristocrats shell is glad to convert into something worse for the table.



