Cabaretti Charm
The three modes here are calibrated for a board, not for an empty one, and that is the whole logic of the card. The damage mode scales with your creature count, so it is dead early and lethal late; the anthem-and-trample mode wants bodies to pump and a wall to break through; the token mode is the choice that works when the other two do not, seeding the board those modes reward. This is charm design as a self-referential loop: two of the three payoffs demand you have already gone wide, and the third gets you there when you have not. The Citizen tokens matter beyond their stats, since green-white Citizen is the go-wide tribe this color trio was built around, and each mode reads the same battlefield differently, turning a full board into reach, a breakthrough, or a widening lead. That is the tension every modal instant fights: how to stay live across the arc of a game. The answer here is to tie all three options to one variable, your creature count, so the mode you want tracks how developed you already are. The card never asks whether you have a board; it asks how big it is, and it pays you at both ends of the curve.


