Glorious Charge
The white team-pump instant in its plainest form: every creature you control, plus one of each, until end of turn. The effect predates the keyword era's tidy ground rules, which is why later designs almost always bolted something onto it. Overrun gave the trample that turns a pump into a kill; Honor of the Pure narrowed the bonus to one color but made it static; Trumpet Blast and its kin pushed the swing higher in exchange for attackers-only. Glorious Charge does none of that. It buys exactly two mana's worth of combat math at instant speed, and the only knob it turns is the size of your board. That makes it a referendum on how wide you've gone: irrelevant with two bodies on the table, swingy with six, a blowout with the kind of token count an anthem effect is built to exploit. The instant-speed timing is what earns it a card slot over another body: it ambushes a block, survives a sweep aimed one point too low, or steals a combat the opponent thought they had read correctly. It is the unmodified base case, the version with no clauses, against which the more decorated wide-creature pumps are measured.

