Case of the Gateway Express
The Case mechanic frames a two-part payoff, and this one is built for a board that pushes damage rather than plays defense. The entry effect is multi-creature removal that scales with your own width: each creature you control chips one damage into a single target, so a developed board can drop a midsize blocker without spending a card on it. That same width requirement bleeds into the solve condition, which asks that three or more creatures attacked during the turn. The logic is tight and self-reinforcing: the enters clause rewards you for having bodies, and the solve rewards you for swinging with them, so the card wants exactly one kind of deck and doubles down once you commit. The solved reward, a static team-wide power boost, is the anthem effect that turns a go-wide board into a lethal one. But note where the safety valve isn't: the delayed end-step solve still requires the attack to have happened, so if you never sent three creatures in, the anthem simply waits another turn. Nothing about the Case is automatic; it earns its second half or does without it. What holds it in check is that the entry damage is a one-time event and the anthem does nothing until the board already exists: the card amplifies a swarm it cannot create on its own, the honest price for stapling removal, an attack incentive, and a permanent buff onto a two-mana enchantment.
