Call to Glory
The untap clause is the part that travels, and it's a quieter, smarter trick than the tribal buff stapled beside it. Swing with your whole board, then flash this in after combat damage to stand every attacker back up as a blocker on your opponent's turn. Vigilance grants both halves of that bargain permanently, but only to bodies that carry the keyword; this rents the same effect to your entire team for a single turn, on demand, at the precise instant combat math is being settled. It's a one-shot, tribe-agnostic combat reset that asks you to know exactly which step to spend it in, and it rewards holding mana and reading blocks over committing early. The Samurai bonus narrows the rest of the card to a specific shell, where +1/+1 across a wide board can break a stalled race or convert a swing into lethal. Because it's an instant, that buff cuts both ways: cast on your own turn it pushes attackers over the top, but held until the opponent swings it can shore up your Samurai blockers, turning a trade into a survived hit. The card sits squarely in the early-era school of white aggro that wanted attacking and defending to stop being mutually exclusive, the design lineage that pseudo-vigilance combat tricks have been mining ever since.
