Anthem of Rakdos
The self-damage clause is the part that tells you what kind of player this was built for. Every attack pumps your team and dings you for one, so a wide board turns the anthem into a slow bleed against its own controller. That bleed runs straight into the Hellbent half: empty your hand and your sources double their damage, which means the enchantment lives where cards get dumped fast and the game ends before the arithmetic catches up. The two abilities form a clock you point at yourself as much as the opponent, and the tension is deliberate. A board-wide +2/+0 with doubled combat and burn output is the kind of payoff that should carry a cost, and here the cost is your own life total ticking down once per attacker, plus the strategic concession that Hellbent demands an empty hand precisely when you would most want a card to dig out of the pinch you created. It rewards the Rakdos instinct to overcommit and run hot: spend everything, swing everything, and trust the doubled damage to close before your own anthem does. As a static enabler that asks you to play recklessly and then punishes you for stalling, it is a clean expression of the guild's burn-the-candle-from-both-ends identity rather than a card you tune for incremental value.
