Rising of the Day
Anthem-plus-haste used to be two effects, and folding them onto one noncreature permanent tells you exactly which board this was built for: a legends-matters deck that wants its threats swinging the turn they arrive. Compare it to Fervor, the older red enchantment that granted the whole team haste and nothing else. This is essentially that card with a rider attached: the +1/+0 comes free, but only for legendary creatures, which is the restriction that keeps the buff from being a generic team-pump. In a normal creature deck the anthem is dead weight; in one packed with singleton commanders and named heroes it quietly matters, and you have to earn it by leaning into the archetype. Both effects run continuously as long as the enchantment sits on the battlefield, so the haste is worth most on the creatures that actually enter under it: a topdecked legendary bomb, a reanimated body, anything deployed while this is already down converts into immediate pressure. That is where the timing works: haste only helps creatures that arrive this turn, so the value lands on fresh casts and reanimations rather than the board you already control. Living on a durable enchantment rather than a fragile body means the engine survives creature removal and keeps granting speed to everything you deploy afterward, which is what separates a lasting engine from a one-shot enabler.


