Pyrewood Gearhulk
Craterhoof Behemoth taught a generation of green players what a single attack step can do, and the design conversation ever since has been about how to grant that kind of alpha-strike payoff without simply reprinting the same overrun. This is one answer built at the intersection of red and green: the anthem is smaller than Craterhoof's convex scaling, but it stacks vigilance and menace onto the whole team, so the swing keeps your board back on defense while forcing chump-blocks to double up. The clause that ties the package together is the last line. Preventing damage is the standard fog-shaped escape hatch against a lethal swing, and by shutting it off for the turn the card removes the one interaction that historically neutralized these enters-the-battlefield finishers. Vigilance and menace on the body itself matter for the same reason the anthem does: a 7/7 that can attack without lowering its guard is a race-ender that does not open you up in return. Every haymaker finisher fights the same problem, that the biggest turn is also the most fragile: the whole plan lives on the stack for a beat, waiting for a single answer. Turning off prevention closes one avenue of escape, but plenty of interaction still applies—removal, bounce, tapping, or exile can all blunt the swing before it lands.





