Appeal // Authority
The clever thing about split-aftermath cards is how they sequence two moments of a battle across two turns, and this pair reads as one continuous alpha strike broken in half. Appeal is the go-wide payoff first: a single green mana that scales a lone attacker by the width of your board and gives it trample, so a token swarm collapses into one lethal creature that punches through blockers. Then the card sits in the graveyard, and Authority is the follow-up you were always going to want: tap two would-be blockers off the top of your opponent's defense, hand your team vigilance, and swing again while keeping the wall up. The design logic is that the two halves solve adjacent problems for the same deck. Appeal answers "my creatures are individually small," Authority answers "they have too many blockers," and both are the recurring frustrations of a token-flood strategy. The aftermath structure is what makes running both worth a card slot: you pay for Appeal on the turn you go wide, then bank Authority as delayed reach for the turn a stalled board needs to be pried open. It is a two-card go-wide toolkit stapled together at the printing stage, deliberately built so a green-white creatures deck gets both the anthem-in-a-spell and the tempo swing without diluting its deck with two separate cards.

