Revival // Revenge
The two halves ask completely different questions of a deck, which is the entire point of a split card built on hybrid mana. Revival is a two-mana reanimation clause narrow enough to stay honest: it only reaches back for creatures of mana value 3 or less, the value engines and early drops that fell to removal or a trade, so it never becomes a way to cheat something enormous into play. This is recursion that fits a curve-out plan, buying back a piece rather than swinging a game state. Revenge is the other extreme, a six-mana haymaker that scales entirely with life totals: double yours, then halve an opponent's, an equation that turns a game where you are comfortably ahead into a game that is over. The design logic of the split is that these two effects share nothing except color and the fact that no single deck wants both at once. Revival is what an aristocrats or grindy midrange shell wants early; Revenge is what a lifegain or big-mana deck wants as its finisher. The hybrid pips do the quiet work on the front half: the lets either a mono-white or mono-black shell cast Revival without touching a second color. Revenge does not extend that courtesy. Its
demands both white and black mana, so the back half stays a two-color payoff even though its partner is color-flexible.

