In the Trenches
Two effects that usually live in separate slots, stapled onto one enchantment: a static anthem for the whole board, and an expensive removal valve that doubles as an off-switch. The anthem is the everyday value, quietly upgrading a wide creature deck the moment it resolves. The removal mode is priced as a late-game release rather than a repeatable answer, and its most interesting feature is the leash on it. Exiling a permanent only until this enchantment leaves the battlefield ties the answer's permanence to the anthem's survival: destroy the enchantment and whatever you tucked away comes home, so the sorcery-speed exile is really a hostage exchange, not a clean removal spell. The "only once" clause seals that off in most games. Blinking the enchantment technically resets the restriction, since it returns as a new object with no memory of having fired, but the same blink releases the permanent it originally exiled, so the loop trades one prisoner for the freedom to take another rather than netting a second answer. Practically, you get one shot at a threat you cannot otherwise handle, and cashing it in makes your anthem a target worth killing. The design lands squarely in the go-wide white tradition, where a permanent that buffs every creature you control earns its slot on the static line alone, and the exile mode is the insurance you hope you never spend but are glad to hold.





