Aim for the Head
Two modes bound together by a single fear: that a resource comes back. The construction is a familiar answer to a familiar problem, because a tribal hoser that would rot in an opening hand when the tribe is absent needs a floor, and a hand-attack mode gives it one. The narrow half is unconditional exile aimed squarely at a Zombie, worth the slot only where the tribe is dense enough to reliably present a target. The wide half reaches into an opponent's hand and pulls two cards to exile, useful against anyone but blunted by the fact that the opponent chooses which two go. What ties the halves together is that exile is doing the same work on both sides of the battlefield. Against a Zombie it dodges the graveyard recursion that is precisely the axis those decks want to fight on; against a hand it strips cards past the reach of anything that would return them from a graveyard later. The cost is that neither mode is best in class. The removal is too conditional to earn a maindeck slot against an open field, and the hand disruption cedes the choice to the defender, so it takes what your opponent can most afford to lose. The result always does something and rarely does the most: the honest tradeoff a flexible-but-modest sorcery makes when it insists on permanence at both ends.

