Hearth Charm
The modal-spell template at its most economical: one red mana buys three small effects that never overlap in usefulness, which is exactly the point. A pump for the team, an artifact-creature kill spell, and an evasion enabler for a small attacker answer three different board states, and the card is built so you almost never want more than one at a time. That non-overlap is what justifies the rate; modal cards stay honest when their modes solve distinct problems rather than stacking into one overloaded effect. The third mode's power restriction (two or less) is the telling constraint: it caps the unblockable clause to exactly the small bodies an aggressive deck is already running, so the spell reads as a finisher for a one- or two-drop rather than a way to slip a fattie past a wall. Hearth Charm belongs to the early charm cycle that taught Wizards how to price flexibility, the same lineage that runs through later one-mana modal instants and eventually the broader command and charm families. The artifact-removal mode places it in an era when red's slice of the color pie leaned hard into smashing artifact bodies, well before Equipment existed as a subtype; the pump and evasion modes are the timeless aggressive-red functions that have never left the color. It is a small card, but a clean illustration of how modal design buys versatility without buying raw power.
