Pack Attack
A combat pump whose scaling is bolted directly to multiplayer politics: the +X/+0 only grows if your attack fans out across several opponents, which turns a wide swing into the payoff condition rather than a hedge. That constraint is the entire design. In a duel it collapses to a flat +1/+0 with a cantrip stapled on, a marginal effect. Spread the assault three or four ways and the bonus climbs to match, spiking your damage right as blocks are being declared. The instant-speed timing is what makes the whole thing dangerous: cast after attackers are locked in, and the sudden power boost either pushes through lethal or blows past the math an opponent settled on. The card draw is quiet insurance, the clause that keeps a misjudged political read from costing you a card outright. This is an aggro tool for the player who treats spreading damage across the table as the goal, not a compromise forced by an unfavorable board. The lineage is old overrun-style team pump reframed for four-player math: instead of a fixed bonus, the reward is a function of how greedily your attack pattern splits, a cleaner expression of what these cards are actually for when there are three defenders to threaten instead of one.
