Invert // Invent
A hybrid one-drop and a six-mana double tutor stapled into one deck slot, and they have almost nothing to say to each other. Invert costs a single hybrid mana and switches power and toughness on up to two creatures until end of turn: a combat blowout, a way to make a deathtoucher trade up, or an answer to a fat wall that suddenly has one toughness worth trampling over. Invent is the back half that finds an instant and a sorcery together in a single cast, a full-turn investment for a deck stocked with spells worth digging for. This is split-card design working the card-economy angle rather than the synergy one: the two faces don't combo, they just share a line in the deck, letting a spellslinger build cover the cheap-trick end of the curve and the late-game engine end without spending two slots on it. The listed mana value of seven is the sum of both costs, a number you never actually pay; you cast one side or you cast the other, and the gulf between
and
is the entire point. One is a reflex you fire mid-combat; the other is a turn you commit to once the board has settled. The card asks a deck to want both jobs and rewards it for wanting them at different points in the game.
