Frostcliff Siege
The choice locks as the permanent enters, and it splits the card down the fault line between the two wedges it borrows from: one turns connecting attackers into cards, the other turns your whole board into a lethal aggregate. But the two modes reward different shapes of deck. Jeskai draws exactly one card whenever your creatures deal combat damage to a player, a flat rate that doesn't reward flooding the board so much as reliably landing a hit, so a single hard-to-block threat services it as well as a swarm. Temur is the opposite arithmetic: +1/+0 with trample and haste scales with every body on the table and wants the board as wide as you can make it, ideally the turn it resolves. So the same three-mana slot asks two opposite questions, and the interesting decision is which one your deck was already going to answer.
What keeps it honest is that neither mode does much without creatures to work with. Jeskai is a payoff, not an engine: it presumes an aggressive board rather than building one, drawing only after your attackers connect. Temur is anthem-plus-keywords, a finisher that can steal a turn and a dead card into an empty battlefield. That dependency is the price of stapling two wedges' worth of ambition onto a cheap enchantment; it pays out only once you've already done the work.



