First Day of Class
Anthem effects that pump your team are usually static enchantments you deploy ahead of the creatures they help, telegraphing the alpha strike a turn early and inviting a sweeper. This folds the pump into a two-mana instant that only rewards creatures entering after it resolves, so you flash it in first and then build the board: each creature arrives a size larger and able to swing the moment it lands. The haste is what converts the counter from a value bump into a lethal-math problem, letting a fresh board attack the turn it enters rather than wait out summoning sickness. It reads as a go-wide payoff, but the single-turn duration ("this turn") means it is really a burst enabler: a token-maker or a couple of held creatures cashed in for one decisive swing. Learn is the release valve on that aggressive line. Whiff on the plan (no creatures to enter, no follow-up worth pumping) and the card still fetches a Lesson to hand or discards a spare to dig for something better, so the moment your main mode has nothing to do is exactly the moment the tack-on justifies the slot. That is the mercy built into the design: a single-use combat trick with an escape hatch stitched into the same instant, so a hand empty of creatures still gets something out of the draw rather than nothing.

