Struggle for Project Purity
The choose-on-entry structure here is doing something quieter than most modal enchantments: the two halves aren't two flavors of the same effect, they're two entirely different games. Brotherhood is a symmetrical draw engine tilted in your favor, a Howling Mine variant that hands opponents cards precisely so you can profit off the multiplier. It's a group-hug shell that wins by outdrawing the table it's feeding. Enclave is the opposite disposition: a punisher that turns your defensive posture into a clock, giving any player who attacks you rad counters equal to twice the number of creatures they commit to the swing. Rad counters carry their own consequences (life loss and mill baked into the mechanic), so this half stands on its own as a deterrent: swinging into you costs the attacker, and the more they overextend, the steeper the bill. One mode asks to be left alone; the other dares the table to come at you. Because the choice locks in as the permanent resolves, the card demands you read the game before you cast it, which is a rarer ask than it looks: most modal cards let you keep both options in your pocket until the last moment, but this one wants a thesis about the next several turns. What ties the two modes together isn't the effect but the posture. This is a card about how you intend to occupy a multiplayer board, and it makes you declare that intent up front.



