Knights' Charge
The payoff a wide Knight board builds toward: every attack becomes a two-point life swing, and enough attackers on the table turn that swing into a clock that runs independent of combat math. What makes this more than an anthem is where the trigger sits. It cares about the declaration of attackers, not damage getting through, so a Knight thrown into a wall it cannot survive still drains for one and gains you one before it dies. Against decks that block well or clog the ground, that reframes the whole board: your creatures no longer need to connect to matter, they only need to swing. Chump-attacking becomes a way to press advantage rather than a desperation move, which is a genuinely unusual axis for a tribal reward to reward.
The activated ability is the recovery half, and its cost is unforgiving about timing. Sacrificing the enchantment returns every Knight from your graveyard at once, so the reload and the drain engine cannot coexist: you spend the noose to rebuild the army, then must find another engine to make that army bleed the opponent. That trade is the honest tension in the card. It rebuilds a board a sweeper just emptied, but it does so by cashing in the very piece that turned bodies into life loss. You get the mass of Knights back; you do not get the incremental clock back with them.

