Death Pit Offering
The trade this enchantment demands is brutal and almost never worth it: when its enter trigger resolves, every creature you control hits the graveyard, and the lingering +2/+2 has nothing left to enhance. Because the trigger sacrifices rather than destroys, nothing you control walks away from it; indestructible and regeneration do not apply, so the anthem in practice only benefits creatures you bring to the board after the sacrifice has emptied it. You pay four mana to reset your own development before you can rebuild, one creature at a time, into a buff you have already paid for in full. The era it came from was soaked in sacrifice and recursion themes, but the math never balanced. The decks that genuinely wanted a mass sacrifice (the aristocrat and reanimation shells of the day) had no use for a permanent attack bonus on an empty field, and the decks that wanted a cheap anthem could find one without razing their own forces first. The design lesson it leaves behind is how a static reward and a one-sided punishing entry can cancel each other out: the enchantment that sticks around is the payoff, but the clause gating it guarantees you rarely have anything left to reward. This kind of self-inflicted-cost-plus-permanent-payoff template mostly vanished from black's enchantment slot afterward, because the fantasy (raze your army, then raise a stronger one from the ash) reads far cleaner than it ever plays.



