Coordinated Charge
Five mana for +2/+1 is a bad rate on a team pump spell, and the design knows it: the whole point of this card is that it never has to be that. Cycling for two turns the dead late-game topdeck into a fresh card, and the anthem effect is priced high enough that it only exists as an upside for the games where you have a wide board and want to gamble on a finishing swing. This is the two-mode instant as insurance policy: white gets a combat trick that is functionally a cantrip most of the time, with a lopsided alpha-strike button stapled to the corner for the rare board state where +2/+1 across the team actually ends the game. The lineage here is the "cycling as floor" school of design, where a spell's real value is that it is never a blank; the pump mode is the ceiling, and the ceiling is deliberately overcosted so that drawing it early or in the wrong matchup costs you nothing but two mana. It is a card built around the discard clause, not the spell above it.
