Gruul War Chant
The +1/+0 is the part you notice first and the part that matters least. Granting menace to every attacker is where this earns its keep: it turns a board stall into a problem the defender cannot solve, because each attacker now demands two blockers instead of one. In a go-wide red-green build that is a multiplier, not an anthem. Three small creatures with menace ask for six blockers, and most boards do not have six bodies to spare. Because the grant is static and team-wide, it persists across combats, stacks with whatever evasion or trample the deck already runs, and punishes the kind of ground-clogged defense that aggressive Gruul decks otherwise stumble into. The cost is that it does nothing on an empty board and nothing on defense; it is a commitment to attacking, priced for a deck that was always going to attack anyway. Menace as a keyword postdates this card, so the original printing spelled the effect out longhand before the word existed, which makes it a quiet marker of how the design language eventually caught up to a function red-green had been asking for: not bigger creatures, but creatures the blocker math cannot contain.



