Vat Emergence
Reanimation spells rarely bother with a second effect, because the reanimation is already the payoff: getting a broken creature back for less than its cast cost is the whole engine. This one bolts proliferate onto that skeleton, and the pairing is smarter than the rate suggests. Proliferate does nothing to a board without counters, and a bare reanimation spell does nothing once the creature is back; stapling them together lets each half cover the other's dead zone. The reanimation target itself can supply the fuel: return a creature that enters carrying a +1/+1 counter (a graft body, a modular artifact creature), and proliferate has something to grow the moment it arrives. Where the target shows up counter-free, the proliferate still finds work if the rest of your board is holding loyalty, saga chapters, or a poison total you are trying to push over the line. That conditional back half is why this wants a deck built around counters rather than a generic graveyard shell: in a superfriends, poison, or counter-aggro build the upside is real, and in a pile of reanimation targets that happen to be big and dumb it is a mana tax on an effect a cheaper spell mostly delivers. The creature you are excited to return justifies the card on its own; the proliferate is what separates a role-player in the right shell from an overcosted reanimation spell everywhere else.
