Glory of Warfare
The split is the whole design idea: a global anthem that swings +2/+0 when you're attacking and +0/+2 when you're being attacked, so it tracks the turn cycle instead of sitting at a flat number. Most team-wide pumps of this era picked one job (Glorious Anthem made a board permanently bigger; a one-shot mass pump like Overrun ended the game), and they did it regardless of who held priority. This one asks a different question: who is the active player? On your turn it converts a wide board into lethal reach, every creature hitting two harder; on the crackback it turns those same bodies into blockers that survive what they couldn't before. It rewards a token deck or a low-curve aggressive board that wants to keep attacking without dying to the swing back, and it does that without ever overcommitting a single creature, since the bonus lives on the enchantment rather than any one body. The friction is that the toughness half only matters defensively and the power half only matters when you're the aggressor, so the card never gives you both at once: it is always exactly half-on, which keeps an otherwise sweeping anthem from being a four-mana board-in-a-can.

