Hustle // Bustle
Compulsion effects are rare in the cheap-instant slot, and Hustle is one of the few that costs a single hybrid pip to force a creature into combat it would rather sit out. That is a control tool wearing the clothes of a combat trick: it pulls a would-be blocker into a bad attack, drags a defensive creature off its post, or forces a mana dork to chump, and its entire value depends on the board it walks into rather than any raw stats. Bustle sits at the opposite end of the game: a wide, green-red team pump that hands trample to a board already committed to a swing, with a face-up clause bolted on for the small subset of decks running morph or disguise creatures. The split-card asymmetry is doing deliberate work here. Because you can cast either half but never both from one card, each side is priced and colored to reward a different deck: the front is a splashable one-mana instant that slots into almost anything, while the back demands a real red-or-green investment and a battlefield full of attackers to justify it. You rarely want both halves in the same deck, and almost never for the same reason. The card is really two builds sharing one slot, and which one you register depends on whether you are trying to break up a combat or close one out.
