Push // Pull
A split card built on a deliberate mismatch of price and payoff between its two faces. Push is a two-mana removal spell hemmed in by a single condition: the target has to be tapped, which turns it into combat cleanup or a punish for a creature that attacked or crewed rather than a proactive answer. The hybrid cost lets a white deck or a black deck cast it without stretching, so the friction sits entirely on the timing, not the mana. Pull is the extravagant back half, a six-mana raid on any single graveyard (yours or an opponent's) that yanks up to two creatures onto your side. The two constraints stapled to it (one graveyard only and the sacrifice at the next end step) reshape it from a reanimation engine into a one-turn heist: you are borrowing bodies for a swing or a sacrifice payoff, not keeping them. Aiming at a single graveyard rather than picking freely across the table is the quiet leash, forcing you to point at one stocked yard, which also means your own can be the source when nobody else has stocked theirs. The two faces share almost nothing in cost, color weight, or game plan, and that separation is the reason the shell exists: cheap interaction early and a top-end swing turn later, with the deck deciding which mode it needs from a single slot.
