Call for Unity
Anthems usually pay their cost up front and hold a fixed number; the bonus is the same on turn five as on turn fifteen. This one inverts that contract: it enters doing nothing, granting +0/+0 until a permanent leaves your battlefield, and then it grows once per turn for as long as you keep feeding it. The revolt clause is the meter, and it is deliberately easy to tick: a fetchland cracking, a token sacrificed, an attacker dying in combat all qualify, so a deck already built around throwing permanents away turns its own attrition into a scaling team buff. That reframes the usual anthem question. Most static pumps want a wide board so the flat bonus multiplies across bodies; this one wants a board that is constantly churning, because the counter only climbs when something departs. The reward for a slow build is real (two or three counters and a modest board becomes lethal), but so is the punishment for a clean stall, since a turn where nothing leaves your control is a turn the enchantment idles at its current size. It sits in a small family of permanents that grow through self-sacrifice rather than additional mana, asking you to pay in board presence over time instead of in a single up-front investment. The design works best as the top end of an aristocrats or token shell, where the engine that loses permanents and the payoff that counts them are the same engine.


