Requisition Raid
Disenchant and Naturalize and a modest anthem effect used to be three separate slots, each dead against the wrong board. Spree folds them into one line and pushes the choice from the deck list to the moment of casting: pay the base white mana, then bolt on whichever one-mana rider the board in front of you actually rewards. Because at least one add-on is mandatory, there is no zero-cost floor to abuse; you commit to doing something. The two destruction modes make this reactive interaction, but the counter mode is what widens its axis. Putting a +1/+1 counter on every creature a player controls is proactive, a way to convert leftover mana into board presence when there is no artifact or enchantment worth answering, and it can ride in the same cast as the removal: naturally-drawn disenchant duty that also anthems your side of the table. That pairing is exactly the flexibility the old single-purpose white splits were always chasing, now unified under one cost. The sorcery-speed restriction is the price of that unification: it commits on your own turn rather than ambushing an opponent at their end step. But timing was never the pitch. One card that answers three different problems, and sometimes two at once, is the pitch.



