Young Deathclaws
The keyword scavenge, first seen years before this printing, always came stapled to individual cards: each creature earned the ability on its own text box, and each was a one-time counter dump before exile. Here the mechanic is granted wholesale, to every creature card sitting in your graveyard, with each scavenge cost pinned to that card's own mana cost. That inversion is the whole design idea: instead of drafting or drawing into scavenge cards, you build a graveyard first and treat it as a reservoir of +1/+1 counters, spending the same mana you already paid to cast those creatures a second time. Because scavenge only works as a sorcery, none of this happens in response to a block or a removal spell; it is a main-phase grind, a way to convert a full yard into a single oversized threat one exile at a time. The 4/2 body with menace is the delivery mechanism, not the point: a creature that already wants two blockers to stop it becomes genuinely unpleasant once it starts absorbing the powers of everything you have lost. What balances it is the graveyard dependency and the toughness. Four power on a two-toughness frame dies to almost anything, so the counters have to arrive before the removal does, which turns the whole engine into a race between how fast you can fill a graveyard and how fast the opponent can clear the board.

