Become the Avalanche
Two effects wired in sequence, and the ordering is the whole exercise. The draw fires first and counts only your creatures with power four or greater, so the beef already on the table sets how much gas you dig into. Then the anthem reads your entire hand and pumps for that number, which means those fresh cards feed directly into a bigger swing before it locks in. The two clauses lean on different inputs, which is easy to miss: the refill wants genuine four-power bodies, while the +X/+X does not care about power at all, only the raw count of cards you are holding when it resolves. A hand already stocked with fatties and action guarantees a large swing on its own; the draw step just pushes the number higher. That split gates the payoff in a specific way. A board wide with small tokens hands you a huge anthem the moment your hand is full, but those little creatures never trip the four-power threshold, so they contribute nothing to the draw. The refill rewards you precisely when you already have a developed board of large threats, and does almost nothing off a topdeck when you are behind. It sits in the lineage of team-pump finishers that ask for a board rather than build one, closer to the convert-your-board school of Overwhelming Stampede than to any cheap combat trick, with a card-advantage rider bolted on for the decks that meet its terms.

