Villainous Syndication
Reanimation reframed as an accumulation puzzle, and the whole design turns on the enchantment being a metered engine rather than a spell. The payoff is gated on four plan counters, and each one costs you an untapped Villain tapped at sorcery speed. That constraint is the price it pays for a two-mana front end: where a conventional reanimation spell wants a big mana investment and a body already in the yard, this one wants a functioning board of Villains and the willingness to spend taps counting up. Crucially, nothing about the ability requires the enchantment to tap and there is no once-per-turn clause, so a wide enough Villain base can spike all four counters (and fire the reanimation) in a single turn; more often it is a two-or-three-turn build that a fresh Villain finishes off. The mill is the connective tissue: every activation seeds the graveyard the enchantment will eventually plunder, so it quietly assembles its own target while it counts. The plan-counter structure is a cousin to saga chapters and to any effect that pays out only past a threshold, but tying each increment to tapping a live Villain anchors the whole thing to a working creature base rather than a one-card combo. It rewards a battlefield that is already doing something; the reanimation is the dividend for having built the board, not a shortcut around building one.
