Chivalric Alliance
The threshold here is two attackers, not one, and that number does the whole balancing act: it locks the enchantment out of the go-wide payoff that a purely lethal board wants (where you attack with everything and the trigger stops mattering) and slots it instead into the middle band, the token-and-anthem army that keeps swinging in pairs turn after turn. A single attacker draws nothing, which is the cost that pays for a repeatable card advantage engine at this rate; the design wants sustained pressure, not a one-time crackback. The second ability is the answer to the deck it enables: a token generator that also lets you convert dead cards in hand into more attackers, so the draw trigger and the token maker feed each other. Every card the enchantment draws is a potential discard into another 2/2, and every Knight it makes is another body toward the two-attacker threshold. That the tokens carry vigilance is the quiet part that matters, since it lets them satisfy the attack count without leaving you open, keeping the loop turning without opening a hole in the defense. It sits in a long line of white attack-trigger payoffs, but the discard-for-a-body clause gives it a mana sink and a way to unload dead cards the older ones lacked, which is what keeps it live in the late game after the initial rush has stalled.

