Sentinel Sarah Lyons
Battalion built a whole cycle of "attack with three creatures and something good happens" payoffs, but most of them cared only about bodies. This one bolts that go-wide trigger onto an artifact count, and the two halves reinforce each other in a way the keyword's original run never asked for. The anthem clause is the setup: land any artifact and your team swings for +2/+2, which is precisely the pressure that turns a mediocre attack into a lethal one. The battalion damage is the finisher, and it scales off the same resource the anthem rewards you for developing, so a board that empties its hand of cheap artifacts is simultaneously bigger in combat and pointing a larger noncombat clock at the opponent's face. That damage does not care about blockers, which is the real design tension here: an aggressive red-white deck usually stalls when the ground gums up, and this sidesteps the stall by rerouting reach directly to a player based on artifact quantity. Haste closes the loop, letting her contribute to battalion the turn she lands rather than telegraphing the swing a turn early. The build cost is real (you need the artifacts, the bodies, and the attack all lined up at once), but when the pieces converge the card does aggression and combo-adjacent burst in a single 4/4, and it rewards a token-and-trinket shell rather than the equipment-voltron direction most artifact aggro leans toward.



