Violent Urge
First strike wins the exchange; double strike wins the game. That switch is the whole design here, and it turns a modest red combat trick into something that scales with a deckbuilding condition most tricks ignore. Cast blind, the base mode gives an attacker a small power bump and first strike: enough to trade up, clear a blocker, or push through a point of damage in a fair fight. It is deliberately underpriced for that job, so the +1/+0 reads as a floor rather than the reason to run it. The sale is delirium. Once your yard holds a spread of card types (lands, artifacts, enchantments, whatever instants and sorceries have already resolved), that same red instant upgrades first strike into double strike and doubles a lone attacker's output in a single swing. What makes the structure unusual is that it ties an instant-speed pump to how you have spent your early turns: most combat tricks resolve on their own merits, but this one asks whether your graveyard has variety, not size. That distinction matters. It rewards a mix of types rather than a stack of the same one, which is the more interesting axis to build toward, and it does the whole thing on the cheapest possible chassis for a spell that rewrites a combat step. Where the condition is online, a single creature becomes lethal reach; where it is not, you are casting a serviceable trick because you had to.
