I like the utility of being able to swing en masse with a game-winning boost or being able to eliminate a threat. In Limited, I think this will be quite useful. Though I think it's funny that it can't actually destroy a Mage Hunter so I guess the professors didn't think that through. They must've picked the first mode.
Why is the first mode 1 mana on its own and the second one 3-4 mana? They really couldn't have made it at least +2/+2?
Its a common.
Charge alone is quite restricted in its use, while this is much more flexible.
You can attack with all and see how they block, then decide if +1/+1 will blow them out or they just block with a single big creature that you can kill.
This isnt supposed to win the game by damage or be a massive pump all on auto-pilot, but the flexibility of having 2 card options in 1 is pretty powerful (and making it cheaper is basically meaningless, as you most likely want to use it as removal anyway, unless the +1/+1 provides more value in some cases).