Divine Sacrament
A static anthem on the front, a graveyard payoff on the back, and the two halves want almost opposite games. The flat +1/+1 plays like Glorious Anthem: bigger white creatures the moment it resolves, no setup required. The threshold clause flips the deck's incentives. Most anthem effects are a one-time tax you pay and forget; this one wants you to spend cards early (chump blocks, traded creatures, removal cast and discarded) so that seven pile up and the buff doubles to a board-wide +2/+2. The tension lives on the curve. In the games an aggressive white deck wants most, the ones where a fast clock empties the battlefield before the yard fills, the second clause never wakes up. It pays out precisely when the assault stalls and the ground gets clogged, turning a turn-three anthem into a mid-game escalation for a deck that has already cast its spells rather than dumped its hand and stopped looking back. That makes the rate misleading: it looks like a cheap pump and behaves like a grind enabler, asking the deck to treat its own attrition as fuel. It belongs to a strain of early white aggro that wanted a long game on its own terms, where filling the graveyard was a deliberate cost rather than incidental fallout, and the payoff scaled with how committed you were to that plan.


