Amass Zombies X, where X is the number of instant and sorcery cards in your graveyard. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Target creature gets +2/+2 and gains trample until end of turn.Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
FlashEnchant creatureWhen Disturbing Conversion enters, each player mills two cards.Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step.
FlyingProwl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)When Latchkey Faerie enters, if its prowl cost was paid, draw a card.
When Sarulf's Packmate enters, draw a card.Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
HasteWhenever this creature attacks, look at the top six cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)