Invigorating Hot Spring
Haste anthems are usually a static line on a lord and a fixed price you pay once. This one folds the enabler and the payload into the same permanent: it arrives loaded with four counters and hands them out one at a time, and every creature that catches a counter (or wears an Equipment, or picks up an Aura) gains haste for as long as it stays modified. The design leans on the +1/+1 counter subtheme's own definition of "modified" to route two separate rewards through a single word, so the haste isn't a flat buff to everything you control: it's a haste grant you point, turn by turn, at whatever you just made bigger. The counter-transfer is sorcery-speed and capped at one per turn, which strips out any combat-trick dimension and reframes it as a slow-burning engine, four uses deep before it runs dry, that wants a wide board of small bodies rather than a single threat to dump onto. That once-per-turn clock is the real constraint: the anthem never expires, but the free counters do, and you spend the game deciding which attacker earns this turn's speed. It rewards the kind of counters-matter deck that already generates modifications elsewhere, where the haste comes along for free and the counter-drip is a bonus rather than the whole plan.
