A cards purpose affects the structure of a deck/how someone would build a deck
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Unearth can be activated only while the card that has it is in the graveyard, and only as a sorcery
First is the cycle of five legends with enemy-colored activated abilities (all with appropriately punny names)
Admittedly, the tokens will never get the two +1/+1 counters from Emiel, but it makes paying the three mana a lot easier to take
A first take might look as such: Creatures (13) Planeswalkers (8) Lands (24) Spells (15) 7) Strangleroot Geist *sigh* If only this card werent green the ability to play a hasted two-power attacker for two that returns to play with a +1/+1 counter if its killed is incredibly powerful, but is limited in this case by the extent to which it fits into a shell that does something (i.e., isnt green)