Drogskol Reinforcements
Melee has always been a keyword built for the crowded table: the more opponents you swing at, the bigger the attacker grows, which is why it scales best when several players are in the game at once. Most melee creatures keep that bonus to themselves. This one hands the keyword to every other Spirit you control, turning a modest anthem into a scaling engine where a whole tribe grows in proportion to how many players you're willing to attack simultaneously. Split your attackers across three defenders and every Spirit swells; the math compounds instead of concentrating on one target. What lifts it above a plain lord is the third line, which prevents all noncombat damage to your Spirits. That clause quietly walls off the board wipes and pingers that normally keep a go-wide deck honest: Blasphemous Act, a stray burn spell aimed at a key attacker, a Goblin Bombardment loop pointed your way, all of it slides off the tribe. The shield has a precise seam, though. It answers damage and nothing else, so the cheap ways to break through it are the ones that route around damage entirely: a Wrath of God that destroys, an infest-style -X/-X sweeper, an edict, a Cyclonic Rift. The design is a tidy stack of tribal parts (a melee-granting anthem stapled to a damage-prevention screen) aimed at Spirit decks that want to flood the air and dare a whole pod to declare blockers. It rewards spreading pressure around rather than fixating on a single rival.


