Steel-Plume Marshal
An anthem that only fires from the front. Most flying-tribal payoffs sit back and pump the whole squad passively; this one ties its buff to the attack step, and only to the fliers already crashing in alongside it. The +2/+2 skips ground-bound blockers you keep home, which sharpens the design: it rewards committing your evasive threats to the swing rather than hoarding them. The boost is a flat +2/+2 to every valid attacker, not a stacking bonus that scales with how many fliers you send, so the payoff is breadth, not depth: five one-power fliers all become 3/3s, while a lone Marshal is a 3/3 with wings and a promise. The five-mana price buys a middling body, so the card pays for the trigger rather than the stats: its value lives entirely in how many one- and two-power fliers you can declare as attackers on the turn it swings. That is the classic tension of a curve-topping tribal captain: it does nothing until the board is assembled, and everything once the fliers are there to lift. What makes it read as a captain rather than a lord is the timing. A static anthem raises your whole air force at all hours; this one is an attack trigger, which cuts both ways for the opponent. Kill the Marshal after attackers are declared and the ability is already on the stack, so the buff resolves anyway. The only clean answer is to remove it before combat, or to have a sweeper for the pumped board that follows.

