Epic Fight
The modal split here is the whole design, because the two halves solve each other's problem. Fight spells have always carried a math tax: your creature deals damage equal to its power, but it takes the return hit, so trading up requires either an oversized body or a pump effect stapled on. This bundles the pump into the same card at no extra cost. Double a creature's current power and toughness, then send it into an opponent's blocker, and the fight resolves with your creature dealing twice the damage it would have while its doubled toughness absorbs the counterattack. A modest attacker becomes a one-sided removal spell for the turn. The "one or both" structure keeps the card flexible without gating either half behind a surcharge: with a single target you can pump your own creature at sorcery speed, or fight without the pump when the numbers already line up, and against a fat blocker you take both modes on one creature for the same cost. Because the doubling works off current stats, it scales with whatever has already accrued: a creature carrying counters, an Aura, or Equipment gets its boosted totals doubled, not its base printout. Green rarely gets to remove creatures without touching combat math, so tying that removal to a temporary stat boost is on-brand; the color pays for its interaction by making you commit a body and win a fight rather than pointing damage anywhere it likes. The doubling clause reads as a combat trick, but paired with the fight it functions as green's version of unconditional removal, priced by the requirement that you already have a creature big enough to survive the exchange.

