Call to Arms
An anthem that reads your opponent's deck instead of your own. You name a color and an opponent as it enters, and your white creatures only swell while that player's nontoken permanents lean most heavily toward that single color, no ties permitted. Against a focused mono-colored opponent it functions as a clean two-mana buff; against a balanced or multicolored board it never gets going, and if the lead ever slips to a tie or another color overtakes it, the enchantment sacrifices itself. That continuous condition check is the discipline that prices the effect: it cannot park itself on the table as permanent value the way a true anthem does, because a single off-color creature or artifact entering the chosen side can topple the count and kill it. Note what does not move the needle: most lands are colorless, and colorless is not a color, so the chosen player's mana base usually never tips the tally. The buff lives entirely in the colored spells they cast and keep. The result is an effect keyed to the table rather than to your own board, a punisher of monochromatic strategies and an early stab at metagame-conditional design from a set fond of fragile, opponent-watching effects: sharp against the right deck, dead weight against anyone whose board refuses to commit to one color.

