Patriot, Young Avenger
The design tension here is stranger than the rate suggests: prowess and the equipped anthem pull toward opposite board states. Prowess rewards a spell-dense, low-creature shell where each noncreature cast pumps this single body once it is already in play; the static +1/+0 wants the exact opposite, a wide field of bodies for the buff to lift. Squaring the two is the whole build. You need enough noncreature spells to make prowess matter, enough creatures for the anthem to do work, and (crucially) equipment attached to this Human Hero to switch that anthem on at all. That last condition is what keeps the card from being a plain team-wide lord: the buff is conditional on this creature carrying gear, so a single equipment slot does double duty, arming the 3/2 as a growing threat and turning on the rest of the board at the same time. The hybrid pip is the tell, signaling a card built to sit in either red tempo or white go-wide. The two abilities map onto those halves cleanly: prowess is the red instinct to grow one attacker on the back of your spells, the anthem is the white instinct to raise a team. A 3/2 for three asked to bridge two archetypes that usually want different things, and it only fully delivers on the turn it holds a sword.
