Weftblade Enhancer
Two of your creatures grow +1/+1 counters twice, from one card, if you play the tempo right. Warp splits this artificer into a pair of plays with opposing incentives: pay up front and the counters arrive on a developed board while the tempo still matters, but the exiled creature then wants recasting at full price for a second dose of the same trigger, and that costs six. Get greedy and warp it onto nothing worth pumping, and the enters trigger fizzles into thin air; hold it as a hardcast six-drop and you have surrendered the early swing warp exists to enable. The 3/4 body is intentionally forgettable, a delivery vehicle for the counter distribution rather than a threat that finishes games, which is what keeps a card that triggers twice from feeling oppressive. The quieter payoff is durability: because warp exiles the creature instead of sacrificing it, the second copy is pre-loaded outside the battlefield, safe from a board wipe that would strand a hardcast payoff in the graveyard. That is the real trade the split cost buys. Underneath the durdly frame sits a counters-matters engine, and its whole design lives in that two-mode economy of deciding which half to spend and when.
