Charge of the Mites
Both halves of this modal instant pull toward the same board state, which is the trick worth understanding. The token mode builds a wide army that can't block but carries toxic; the burn mode deals damage equal to how many creatures you already have. Cast it early for two bodies, cast it late as removal that reads as many damage as your board is deep, and the two modes turn out to be one plan seen from opposite ends of the game. Most modal instants staple an unrelated backup effect onto a spell you'd rather cast the primary way; here the "off" mode feeds the "on" mode across turns, since the Mites you make now are the damage you deal later. The toxic 1 on the tokens ties the go-wide half to a poison clock that ends games on its own schedule, so it isn't a chump-blocker factory (the tokens can't block anyway) but a genuine offensive resource. At instant speed the burn mode also lets you ambush an attacker or a planeswalker after combat has committed, a meaningfully different threat window than a sorcery-speed removal spell at the same rate would open. It is connective tissue for a token strategy: a card that wants creatures on both sides of the equation and pays you back for showing up with them.
