Lieutenants of the Guard
Most voting mechanics push the table toward collusion: everyone piles onto whichever option hurts the caster least. This one inverts that instinct by making both outcomes genuinely painful to answer, just in different ways. Every "strength" ballot fattens a single body into a threat that demands targeted removal, while every "numbers" ballot scatters expendable tokens that demand a sweeper. Opponents voting against you are not simply denying your preferred result; they are choosing which kind of problem they would rather solve, and the two problems are answered by entirely different cards. That is the tension the design lives on. A pile of 1/1 Soldiers wants Anthem effects and sacrifice fodder; a swelling Human Soldier wants protection and evasion. The same five mana funds either plan, and the table decides the ratio for you. Because the controller votes first and the counters and tokens both resolve at once, the floor is never embarrassing and the ceiling scales with how badly the politics break in your favor. It sits alongside the older go-wide-or-go-tall payoffs that let other players author the result, a structural cousin to the single-target-or-spread-out choices baked into split effects, except here the shape of the outcome is negotiated by committee rather than dictated by the caster. The 2/2 body is incidental; what the card actually sells is a board state whose form gets bargained for at the table.

