Morale
A combat trick priced for the wrong job. Three mana for a team-wide +1/+1 reads as an Overrun-adjacent finisher, but the buff lands only on attacking creatures and only until end of turn: it touches nothing on your side of the combat that stays home, and it evaporates the moment the turn ends. That restriction is the whole story. This is an instant that wants to be cast in the declare-attackers step, after the swing is committed, to push damage through or steal a combat the opponent thought they had under control. Two white pips for a spread-thin effect is a heavy ask, and the lack of evasion or trample means a board with no path through still has no path through; a +1/+1 smeared across three or four attackers rarely connects the way one big threat does. Early white was still working out how aggressive it was allowed to be, and Morale sits in that experimental window where the design instinct (reward attacking, punish the durdling defender) outran the math on what such a trick should cost. The modern descendants of this idea print the same effect for one or two mana, attach a keyword that actually moves damage, or fold it onto a creature. What Morale represents is a clean snapshot of the era before white aggro knew its own rate.



