Brigid's Command
Charms and commands live or die on how their menus interact, and this one is built entirely around the Kithkin you already control being worth doubling. Two of the four modes make bodies (a copy of an existing Kithkin, or a vanilla 1/1 token), one pumps a creature by +3/+3, and one turns that pumped creature into removal via fight. The design intent is transparent once you read the modes together: the copy line rewards having a Kithkin worth cloning, the pump line makes any of your creatures a lethal fighter, and stacking pump-plus-fight lets a single card both grow a threat and clear a blocker in one sorcery-speed cast. That last pairing is the load-bearing combination. Fight has always been green's answer to needing removal without leaving green, and the risk is that your creature dies alongside the target; the +3/+3 mode is what removes that risk, letting a modest body punch up and survive. Building around a copy effect inside a modal command is the wrinkle worth noting, since it ties the card's ceiling to the quality of the tribe on the board rather than to a fixed line of text. Without meaningful Kithkin, two of the four modes collapse toward filler; with a board of them, the copy-and-pump-and-fight axis gives a single three-mana sorcery real reach. It is a tribal payoff dressed as a flexible toolbox.


