Young Necromancer
Reanimation with a body attached, priced not in life or a discarded card but in graveyard depth. The classic reanimator plan spends a card and some life to shortcut a giant into play early; this instead bundles the return onto a warlock and asks for two exiled cards each time, so it wants a well-stocked yard to feed rather than a single fatty to loop. Because the return fires when the creature arrives, blinking or recasting it converts one reanimation into a repeatable engine, each cycle demanding two more cards from the pile. The design cares less about the biggest payoff than the most repeatable one. The stat line is beside the point: a chassis to carry the trigger rather than a clock, at home wherever creatures are already dying and stacking up. It lives in the aristocrats and self-mill space rather than the turn-one-Griselbrand plan, rewarding a deck that keeps its graveyard full through ordinary attrition and treats reanimation as a recurring value stream instead of one decisive turn.


