Hulk, Brutal Brawler
The tension a green go-wide payoff has always had to resolve is that swinging with the whole team is exactly when it is most exposed, and this design's answer is to make the mandatory attack the engine rather than the risk. The forced-attack clause is not a downside bolted on for flavor; it is the trigger's fuel. Every combat, your other creatures grow, so the more you commit and the longer the game runs, the wider the gap between your attackers and whatever is meant to block them. That compounding is the whole strategic axis: not a one-shot anthem but a per-combat ratchet, and because the counters are permanent, the growth outlasts any single swing. The catch the compulsory attack builds in keeps it honest. A 4/4 that cannot decline combat is a liability into a wall of larger blockers, and if it trades away on the swing that just grew the team, the ratchet stops. So the card asks two things at once: hold enough of a battlefield that the anthem matters, and keep the paths open (evasion, a body big enough to survive, or blockers that would rather not eat a 4/4) so the compelled attacker lives to trigger again. The body stays deliberately unglamorous and the value all lives on the trigger, which is the honest version of a berserker that cannot stop swinging: each swing pays its allies back with interest, right up until the swing it doesn't come back from.
