Champions from Beyond
The token payload and the reward structure are folded into one enchantment: pay X to seed a battlefield of Hero tokens, then spend those bodies attacking to unlock two escalating breakpoints. The tiered gate is the interesting part. Light Party asks for a modest four attackers to turn each combat into card advantage, a threshold most token boards clear naturally as they grow. Full Party demands eight and pays off with a +4/+4 across the attackers, the kind of number that converts a wide, otherwise-anemic swarm of 1/1s into lethal in a single step. The gradient rewards commitment without punishing a smaller board: you are always drawing off the low tier while you build toward the high one, so the card scales with the game rather than sitting dead until you hit critical mass. The two triggers reinforce the same plan from opposite ends. The scry-and-draw refuels the hand that refills the board, and the pump turns that board into a clock, so every attack step feeds the next. The X on the front is the tension: dump mana early for immediate bodies, or hold it and let a later cast arrive with a party already assembled elsewhere. Either way the enchantment stays on the battlefield doing work long after its tokens have entered, which is where it earns its keep over a one-shot token spell that spends itself on resolution.

