Watchers of the Dead
Graveyard hate that leaves a little behind is the design idea here, and it shifts the whole math of the interaction. Most cheap, on-demand graveyard answers are scorched-earth: exile a target, exile a whole yard, leave nothing. This one hands the choice to the opponent and lets them keep two cards, which sounds generous until you consider what it actually defangs. A single reanimation target plus its enabler survives the cut; what does not survive is a deep, fungible stack of flashback or delve fuel. Letting an opponent keep two cards stops nothing against the one-card combo, but it guts any engine that depends on graveyard mass. The 2/2 body keeps the card from being dead against decks with no graveyard plan: it can sit in front of an attacker early, and it is never a blank draw. The self-exile is the real cost, and it is sharper than it looks. Because the activation removes the creature from the battlefield, you cannot let it block, take damage, and then fire the ability off the dying body; the two functions compete for the same permanent. The effect is a one-shot baked into the creature rather than bolted onto a reusable engine, so the question is when to spend the body, not whether to sit on a repeatable answer. The result is a hate piece tuned for the bulk-of-the-graveyard archetypes rather than the single-card plan, a middle setting on a dial that usually offers only "off" and "everything."

