Squad Commander
Assemble a full party (Cleric, Rogue, Warrior, Wizard) and this card pays out twice from the same completed checklist. Its enter trigger scales token production by how much of the party you field as it resolves, so a board that already covers the four classes turns one creature into a small army. Its combat trigger then flips that army from value to lethality, handing every creature +1/+0 and indestructible whenever the full quartet is intact. That combat ability is where the design earns its keep, and its structure rewards precise reading: it carries an intervening "if" clause, so the full-party condition is checked both when the ability triggers and again when it resolves. Break the party in response and the check fails on resolution; the buff never lands, and your attackers walk into open removal without their indestructible shield. Holding the party together through that window is the real cost of the payoff. The two halves reward completeness differently, since only the combat buff hangs on a full party: a half-built party gets a mediocre token count and no combat buff at all, which pushes you toward the exact four-class spread the mechanic wanted. This is a payoff whose text enforces the deckbuilding restriction rather than merely rewarding it: worthless as a splash, excellent as a keystone. Being a Warrior itself, it fills one of the four slots on its own, needing only three classmates to switch the whole engine on.





