Warhost's Frenzy
The base spell is an Overrun-for-power without the trample: a team-wide +2/+0 pump priced to swing a stalled board or push through the last few points of an alpha strike. What kicker adds is the tell of where this card wants to live. Pay the black, and the same instant that turns your creatures into a battering ram also turns their deaths into cards, so the trade you were forced into during a blocking step starts refilling your hand. The two halves point at opposite decks: the unkicked mode is a mono-red aggro finisher, the kicked mode is a Rakdos attrition tool that wants to attack into unfavorable blocks and profit from the bodies it loses. The black splash is not fixing for a bigger effect; it is the axis-shift that converts a burst-damage spell into a grind engine, and it only earns its keep when your board is wide and expendable. That conditionality is the discipline here: the draw clause reads generously, but it only fires the turn you cast the spell, so the payoff is bounded to this turn rather than a standing engine you can lean on across turns. Aristocrats-style decks that treat creatures as fuel get the most out of it; go-wide aggro decks that would rather keep their attackers alive get the least from the kicker and are happy to leave the black unpaid.
