Integrity // Intervention
A split card that sells one flexible slot to a specific kind of two-color deck, then makes you decide which spell you actually needed only at the moment you tap for it. Integrity is the combat-shaping half: a hybrid-pip pump that wins a block, shoves a point through, or lifts a creature just out of a burn spell's range. The hybrid cost keeps its floor low enough that even a value-light aggressive deck runs it as a pure trick, castable off either color. Intervention is the reach half, three damage anywhere plus three life back, the line you take to finish a player, snipe a threat, or swing a race. Its double-color demand at four mana marks it as the payoff you cash in once the game has opened up. The design's real tension is that a standard split is not a resource you get to spend twice: you pick a side, cast it, and the other half stays printed on the card, dead in your graveyard, forever. That asymmetry is the whole point. Early, the card is a one-mana trick that costs you nothing to leave open; late, it is a finisher you were holding all along. The board state, not the deckbuilder, decides which spell the slot becomes, and you never get both.

