Mob Rule
The genius of the modal split is that it turns a one-sided board wipe into a board theft tuned to whatever the table is doing. Threaten and its cheaper cousins steal a single creature; this takes an entire weight class at once, and the two modes carve the battlefield along the line most relevant to the moment. Against a go-wide swarm of small bodies, the second mode conscripts the lot of them; against a deck leaning on a handful of fatties, the first mode hands you the heavy hitters. Either way the borrowed creatures untap and gain haste, so the steal arrives ready to attack the turn it resolves, which is the whole point: this is built to end the game on the swing it enables, not to grind incremental value. The sorcery speed and the six-mana price are the brakes. You cannot ambush a combat step with it or hold it up as a bluff; you commit on your own turn, telegraphed, and the creatures snap back to their owners at end of turn whether or not your alpha strike connected. The saving grace in a stalled attack is timing rather than tapping: any stolen creature that swung goes home tapped from attacking, so it costs the opponent tempo before it can untap and retaliate. The real trap is the attack that never declares. If you steal the board and hold back, the untapped creatures return immediately ready to act, and you have spent six mana to accomplish nothing at all.

