Invasion Tactics
Two effects share one enchantment, and they pull in opposite directions. The enters-the-battlefield pump is a one-shot anthem: two Glorious Anthems' worth of stats compressed into a single turn, priced as a five-mana investment you cash in the instant it lands. But because this is an enchantment without flash, that pump resolves at sorcery speed, so it is a pre-combat commitment rather than a trick held for the attack step. You tap out, the board swells by +2/+2, and then you swing knowing the enchantment stays behind once the turn ends. The draw trigger asks for a different kind of setup entirely. It pays only when Allies you control connect, but it is generous once you clear that gate: it fires whenever one or more Allies deal combat damage to a player, so a wide swing draws a single card, while double strike or a multiplayer table can stack multiple triggers off one attack step. So the card demands two commitments at once. You want a broad board for the +2/+2 to matter on entry, and you want that board to be Allies for the enchantment to keep earning. Green has long owned draw-on-combat-damage, from Keen Sense to Ohran Frostfang to Toski, Bearer of Secrets. The wrinkle here is that the effect arrives welded to a one-time anthem and a creature-type tax, so the green payoff you expect comes bundled with a deckbuilding condition that outlasts the turn you cast it.
