Belligerent of the Ball
Celebration reads like a low-cost combat check: did you actually do the two things this turn, or are you just running out a vanilla 3/3? The trigger only cares about nonland permanents entering, which quietly bends deckbuilding away from spell-heavy shells and toward wide, permanent-dense boards: tokens, cheap creatures, an artifact or enchantment on the same turn as a play. When the condition is live, the payoff is targeted at a single attacker rather than the team, and the menace it grants is the sharper half of the reward: a 3/3 becoming a 4/3 that demands two blockers is the kind of pressure that closes stalled ground games, and it can just as easily fall on a bigger, evasive threat you actually want to push through. The +1/+0 is the throwaway; the unblockable-by-one clause is what makes the beginning-of-combat window matter, arriving before attacks are declared so the defender has to commit two bodies or take it. The tension in the design is that the ability rewards a plan you were already executing rather than one it can force on its own; hit the two-permanent count naturally and it's free tempo, whiff it and you have a body with no rider. That gap between a good turn and a mediocre one is the whole point of building Celebration into a card at this rate.
