Cavalcade of Calamity
The wager is narrow on purpose: reward for going wide with the smallest creatures, priced so it only pays out if your board is a swarm of one-power bodies. That power-1-or-less clause is the whole balancing act, because it excludes almost everything you would normally want to attack with. No two-drop beater qualifies, no lord-pumped token qualifies once the anthem lands, and the enchantment goes dark the moment your creatures grow at all. What it wants instead is quantity that no anthem touches: a table of 1/1 tokens, unpumped goblins, thopters, insects, anything that can be produced faster than it can be blocked. Each attacker fires a point of reach damage on top of whatever gets through, which turns a wide but low-impact board (the kind that stalls against a single big blocker) into a clock that ignores blocks entirely. The catch cuts against instinct: the very go-wide engines that make this dangerous also tempt you toward pump effects that immediately switch it off, so the deck it belongs in has to commit to staying small and just making more. That is a genuinely unusual constraint for red, a color that usually solves board stalls by making its creatures bigger rather than by refusing to.
