For example, if you chose Kithkin, you could spend the mana to activate the ability of a Kithkin permanent you control or a Kithkin card in your hand or graveyard
Much of the power of the 3 mana mode comes from the fact that it makes your opponent feel like the game will be lost when you get to seven mana
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To do so, you need to prepare the creature which is a small step, but one that offers a little balance to an otherwise super-powerful spell
The only two drawbacks I can think of in this respect are the lowly 1 toughness compared to Wall making it easier to burn out the way (still offering a 2 for 1...) and that it costs two coloured mana and not one
The deck plays a lot of cheap artifacts that don't do much on their own, like Ornithopter or Memnite, but the upside is they cost one or even zero mana