You Look Upon the Tarrasque
The name is doing the mechanical work, and it explains the modal split. The card borrows the branching structure of a Dungeons & Dragons skill check: you either steel yourself and confront the monster or you back away, and the instant asks which posture the turn takes. Run and Hide is the retreat, a one-sided fog that walls off your board and your life total from combat while leaving the rest of the turn intact. Gather Your Courage is the confrontation, and it does something the pump half of most tricks never bothers with: it makes a creature huge and indestructible, then forces every creature that can legally block the target to do so. That lure clause elevates the mode past a fat +5/+5. Point the buffed creature into a wall of untapped defenders and you compel a mass gang-block, then survive the exchange behind indestructibility while the blockers you kill trade themselves away against something they cannot harm. The clause only reaches creatures "able to block," so it does its work against a target the defenders can actually meet in combat, not one they cannot legally intercept. The design reads flavor-first (courage versus flight against a legendary monster), but the two modes answer opposite game states: one bails you out from behind, the other converts a single swing into a mass-removal spell aimed at whatever the opponent left back on defense. Carrying both on one instant is what earns the slot despite a rate neither half would justify alone.
