Titania's Command
The charm structure, blown up to six mana and given green's biggest levers. Where a two-mana charm gives you one small effect from a menu of three, this asks for six and hands back two of four options that are each a real card's worth of value: graveyard exile with life gain, a two-land ramp spell that fixes and accelerates, two bodies, or a board-wide pump that scales with how wide you already are. The pick-two math is what makes it flexible rather than diffuse. Ramp-plus-tokens sets up a turn; tokens-plus-counters ends one; exile-plus-life buys time against a graveyard deck while padding your total. The design lives entirely in that combinatorics: four modes yield six distinct pairings, and the right pairing shifts with what the board wants, so the same sorcery reads as ramp, as graveyard disruption, or as a finisher depending on the two lines you circle. The cost is the honest part. At six mana a green deck is choosing this over a threat that could just win, and none of the individual halves is priced to justify the outlay alone; the card only earns its slot when both chosen modes matter at once. That is the tension a modal design of this size has to resolve, and it does it by making the floor (any two effects) playable and the ceiling (the two you most needed) genuinely game-swinging.




