Choose Your Weapon
The two lines share nothing but the weapon rack they come from, and that disconnection is what makes the card work. One mode doubles a creature's power and toughness, a combat blowout that turns a middling attacker lethal or trades a chump block up into a two-for-one. The other deals five damage to a creature with flying, which is not general removal but a narrow answer to precisely the thing green cannot touch on the ground: evasive flyers. Green rarely gets clean spot removal at all, and when it does the effect usually reaches only ground creatures through fight or bite. Folding an anti-air clause into a pump spell hands the color an out it is not meant to have, while the exclusivity keeps it honest: you get one mode per cast, so the reach line stays dormant until the board actually presents a flyer worth five damage. The flavor scaffolding (a fighter choosing between two blades and the bow) is doing genuine design work, pairing a proactive combat option with a reactive defensive one so the instant is live in far more board states than either half alone. It is the modal trick's oldest split, a proactive and a reactive clause bolted into a single card, applied to a color that has always needed both and rarely gets to hold them in the same hand.

