Khenra Charioteer
Trample is the keyword that punishes wide boards for chump-blocking, and giving it to your whole team turns a horde of small bodies into a single committed swing that the defender cannot wall off cheaply. That is the strategic axis here: the anthem effect does not pump power or toughness, so it does nothing in a vacuum, but stapled onto a deck already flooding the board with creatures it converts excess attacking power into face damage on every blocked attacker at once. The 3/3 body for three mana that comes with it is incidental; the card is a static engine that wants company. Its closest design relatives are the older "team trample" enablers like Nemata, Grove Guardian's tokens or the various overrun-on-a-stick designs, but where those hand you a one-shot finisher, this is a persistent rule rewriting your combat math turn after turn. The cost of that persistence is fragility: it offers no protection to itself or its team, so the whole plan leans on the body sticking around long enough for a board to assemble beneath it. It rewards a deck built around quantity rather than quality, the kind that floods early and needs a reason its expendable attackers cannot simply be chump-blocked into a stalemate. Modest as a creature, the Charioteer is really a combat-rule modifier wearing a Jackal Warrior's body.

