Cruel Revival
Tribal removal built so the deck it serves never has to choose between killing a threat and rebuilding its board. Five mana for regeneration-proof destruction is a steep rate on its own; spend it in a graveyard-fed Zombie shell and the spell pays a second time, recurring a fallen body the moment the first one trades. The non-Zombie restriction is the structural clue that this was never meant as generic removal: it cannot point at your own undead, which keeps the spell honest in mirror-adjacent matchups while quietly guaranteeing that the creature you destroy and the one you reclaim are never the same kind of thing. The two halves cover opposite ends of attrition: the destroy clause answers the opponent's best threat at instant speed, and the return clause refills your hand with the engine pieces (recursive sacrifice fodder, the lord, the value creature) that a grindy Zombie deck wants back. Read as a creature-tribe payoff rather than a removal spell, the inflated cost makes sense; you are buying a two-for-one stapled to a tribal commitment, and the card only reaches its rate inside the archetype it was printed to reward.





