Giantfall
The fight-spell family has always had a fairness problem: a "fight" makes your creature take damage back, which turns removal into a trade you might lose. This sidesteps that entirely. Instead of two creatures swinging at each other, your creature deals its power to their creature and takes nothing in return, a one-directional Falter-turned-hit that behaves more like a burn spell scaled to your board than a duel. The instant speed is where the mode earns its keep: hold it through combat, let an opponent commit to blocks or attacks, then point your biggest body at whatever needs to die at the exact moment the math favors you. The second mode is the release valve that keeps a two-mana red instant from being dead weight in the matchups where the creature-kill line has no target. Artifact destruction on the same card means the slot stays live against equipment, mana rocks, and the various colorless problems red has historically had to answer with narrow, situational cards. The modality is the whole design economy here: one half is your premium creature-removal outlet, the other is insurance, and you never have to choose at deckbuilding time which threat you were preparing for. What it asks in exchange is a board presence worth pointing, since the first mode does nothing without a creature you control already carrying real power.
