Sigarda's Vanguard
The clever part is the constraint on how many creatures the double strike can reach: not a flat "your team," but "creatures with different powers." That single word turns a straightforward anthem effect into a small deckbuilding puzzle, rewarding a board whose power values fan out (a 1/1, a 2/2, a 3/1, and up) rather than a uniform swarm of identical tokens. It pushes against the go-wide plan you would expect a white attack-trigger to feed, and toward a spread of distinct bodies. Flash is the piece that makes the trigger dangerous: the enter clause fires at instant speed, so a blocker declared mid-combat can double the strike back on an attacker that expected to trade, or ambush a race outright. The attack version then repeats the effect every turn it swings, which is where the 3/3 flyer earns its keep as a recurring engine that keeps paying out. Angels that hand out double strike are rare precisely because the keyword is so swingy on a wide board; the different-powers rider is the mechanism that keeps it from simply ending games the turn it lands, forcing you to earn the full spread instead of collecting a free team-wide finisher.

