Seize Opportunity
The two modes here answer different questions on different turns, and the fact that they share a card is the whole design point. Card advantage or combat reach: an instant that either mines two cards off the top for a temporary window of impulse draw, or pumps a pair of attackers for the swing that ends the race. Red rarely gets to pick between refueling and finishing at instant speed, and pricing both onto one flexible spell is a way to give the color a card that never sits dead in hand. The impulse mode is the more distinctive half. Exiling the top two and granting a play-window that lasts through your next turn sidesteps the tempo tax that has long balanced red's card draw: you are not paying life like Light Up the Stage or drawing off attacks like an aggressive engine, you are simply borrowing two cards and getting a full extra turn to spend them, which is unusually generous for the color. The combat mode keeps the card relevant when the game is already a footrace and you have no interest in card selection. That split is the honest version of "flexible": not a spell that does two mediocre things, but one that lets a red deck reach for whichever axis the board demands at the moment the spell resolves.
