Coordinated Maneuver
The go-wide payoff and the sideboard card, welded into one instant. The first mode scales with your board: on an empty battlefield it does nothing, but a wide white deck has always had the bodies to turn this into a removal spell that answers the biggest threat on the table, planeswalkers included. That's the tension the modal split resolves. A pure "damage equal to creatures you control" instant is a dead card in a topdeck war or after a board wipe, exactly when a token deck most needs a card that isn't blank. Bundling enchantment removal onto the back half gives it a floor: white is the game's primary answer to resolved enchantments, and folding that reliable utility onto a synergy card means it never sits idle in hand. The design lineage is white's long habit of stapling a narrow, on-color utility mode to a build-around so it stays live in the games the synergy half can't win. Instant speed matters here more than the flexibility does: the damage mode is a combat trick that dodges the sorcery-speed vulnerability of most token payoffs, letting a swarm ambush a blocker or punish a planeswalker on the crackback turn. It asks you to build the board first and rewards you for having done so, without punishing the games where you couldn't.
