In the Web of War
Most haste enablers solve a single problem: a finisher that would otherwise sit a turn before it can connect. This one converts every creature you play into a faster, harder hit, which reframes the deck around it from "play threats" to "deploy and swing the same turn." The +2/+0 does the heavy lifting in aggressive shells; haste makes the bonus relevant immediately, and because the trigger fires on each entry, a wide developing turn becomes a lethal one. The design lineage is the persistent payoff that triggers on entry rather than a static team pump: Mass Hysteria grants haste and nothing else, Fervor pairs haste with a token engine, and this attaches power to the same window those leave on the table. The friction is the five mana and the dead-when-empty problem: it adds nothing to the board on the turn it resolves and rewards a hand still full of creatures, so it stings when drawn off the top in the late game. That tension is why it reads better behind token-makers and go-wide shells than in a curve of fat midrange threats, where one creature a turn wastes the multiplier. The enchantment asks the deck to keep feeding it creatures after it lands, and pays anyone who can with a damage spike no single anthem matches.

