Akroma's Will
Each mode reads as a finished team-pump spell in isolation: one is the alpha-strike package (flying, vigilance, double strike), the other is the survival package (lifelink, indestructible, protection from each color). The design trick is the commander clause, which turns a Choose One instant into a Choose Both. That single conditional is what elevates the card from a solid overrun effect into a format signature: with a commander on the battlefield, the same four mana grants your board evasion, unkillability, immunity to every color of removal and blocker, double damage, and the lifegain to survive the swing back. Overrun and its many descendants had long asked you to accept a tradeoff, either the aggression or the protection. The commander condition pays for stacking both at instant speed, which reframes the spell entirely: it is not just a finisher but an answer to the interaction it invites, since protection from each color blanks color-based removal held for exactly this moment. The word-count is deceptive; what it actually resolves into is a one-card win that also refuses to be punished for committing to it. White team-wide combat tricks are as old as Overrun-style effects, but the both-modes clause is the part that made this the version people build around rather than the version people cut.








