You Come to the Gnoll Camp
Two combat tricks folded into one card, chosen from opposite sides of the same math problem. The pump half, +3/+1, is the standard aggressive trick that wins a block or pushes a threat past a would-be blocker; the evasion half strips blockers off up to two attackers so the damage lands unimpeded. What ties them together is that both modes answer the same question ("how do I get this attack through?") from different directions, which means the card almost never sits dead in hand: if the defender leaves the right blocker back you fend it off, and if they clog the ground you tell two of them they can't block at all. That flexibility is the whole trade you make for the effect. A dedicated pump spell of this cost typically buys more raw stats, and a dedicated evasion enabler can hit harder or wider; splitting the difference means neither mode is best-in-class, but the card demands far less commitment about what it does before you cast it. It is instant-speed on both halves, so the pump choice waits until blocks are declared or an opponent's removal shows itself, and the "up to two" wording lets the intimidate mode function as a one-target line when that is all you need.

