Ferocity of the Wilds
An anthem with a tribal restriction baked in, and the restriction is the design's whole point of view. Team-pump enchantments live or die by how much they ask of your board, and this one asks for two things at once: a wide attack and a non-Human deck to run it out. Naming what it excludes rather than what it includes is the sharper choice, since it quietly waves in the entire menagerie of goblins, elementals, dragons, beasts, and assorted monsters that red already wants to swing sideways, while shutting out the human aggro shells that would otherwise get the free ride. The trample rider matters more than the +1/+0 in practice: a horde of small attackers running into a single blocker is exactly the board state where a static anthem stalls, and giving every attacker trample turns that traffic jam into face damage. It sits at the cheaper, aggressive end of the anthem line, where the payoff is not a huge stat boost but the guarantee that a wide swing keeps connecting through chump blockers. The card does nothing on defense and nothing when you are behind, which is the trade an effect that only reads on attacking creatures accepts: it is built for the deck that intends to be the aggressor from the first turn it resolves, and it has no plan for the games where that assumption fails.
