You Meet in a Tavern
Modal design usually asks you to weigh two effects against each other, but the two halves here answer different questions on different turns. Form a Party is a dig: five cards deep, keep every creature, bottom the chaff, refill a stalled hand in the midgame. Start a Brawl is a finisher, a mass pump that turns a wide board into lethal in a single combat step. What makes the split work is that they rarely compete for the same moment. Early, when you have creatures on the field and cards left in your library, the digging half is almost always live. Late, when the board is developed and the game is a race, the anthem half closes it. Its two modes peak at opposite ends of the game's arc, which is the harder version of modal design: not two comparable options, but two that trade dominance as the board state shifts. The green flavor is honest, too. Form a Party rewards a creature-dense deck by finding more bodies; Start a Brawl rewards the same deck by making those bodies bigger. Both halves point at going wide with creatures, so the card asks a single deckbuilding question and then hands you the right answer for whichever turn you drew it.


