Scare Tactics
Black does not get team anthems by color-pie convention; white and green own the go-wide buff, which makes an instant-speed +1/+0 across your whole board an aggressive overlap rather than a tool black usually reaches for. The design lives in the timing, not the size. A flat +1/+0 is a small effect written down, but it rewrites combat math in one column only. The +0 toughness is what keeps the card honest: because combat damage is simultaneous and this grants no first strike, it buys nothing against burn and nothing toward surviving an exchange the creature was already losing. It touches power, and only where one extra point flips a result. Cast it before blocks and an attacker forces a worse block or punches in for an extra point per body. Cast it after blocks and a creature that would have bounced off a sturdier blocker now deals lethal instead, turning a whiff into a kill. What it cannot do is improve a trade: if two creatures were already dealing lethal to each other, both still die. The payout is bounce-to-win, never trade-to-survive. The effect scales with bodies committed, collapsing the single combat trick and the anthem into one cheap instant. The ceiling is wide on a developed board; the floor is a dead card on an empty one. That is the bargain of an all-in aggressive shell: a high-variance closer that pays out in proportion to how far ahead you already are.
