Bleeding Edge
The two halves pull in opposite directions: the -2/-2 subtracts from the opponent's board while the amass adds to yours. That symmetry is what separates it from a straight removal spell like Disfigure, which spends its whole cost shrinking one creature and leaves nothing behind; here three mana buys a shrink and a two-counter deposit onto an Army in the same breath. The "up to one" clause is the gracious half of the design: with nothing worth killing, you skip the removal entirely and still grow the Army, so the card never sits dead in hand. But the optionality only runs one direction. Amass Zombies 2 is mandatory on resolution: you can decline the target, but you cannot decline the counters, which means this is never a shrink-only effect and never fully a two-for-one either, since the removal is the part you can choose to waste. Amass is the quiet engine underneath: each Army spell you cast can build up an Army you already have, so this is one node in a chain rather than a standalone body, and the counters it lays are permanent even though the -2/-2 wears off at end of turn. The result is a removal-plus-tempo hybrid pitched at a deliberate middle rate, trading peak efficiency at either job for a floor that always advances your board, letting the accumulating Army carry the long game.
