Swell of Courage
Reinforce exists to solve the dead-card problem from the other direction: a five-mana team pump is a brick in your opening hand, but the discard-and-counter clause gives it a floor that scales down to whatever you can afford, so the card stays live across the whole curve. The two halves answer different board states. With the team committed, the full cast hands your whole board +2/+2 for an alpha strike or a combat blowout. When you are short of bodies, or the game has narrowed to a single threat, you pitch the card and stack X counters onto one creature, paying only for the size you need. Those counters outlast the team buff, sticking around past cleanup instead of evaporating at end of turn, which is the quiet reason the reinforce mode is often the better one. Both modes carry the double-white pip, anchoring the card to a committed white shell rather than a splash, and both run at instant speed: the team buff doubles as a combat trick, and the reinforce mode can drop a counter onto a blocker mid-combat to steal a fight. It is built to be the payoff a go-wide white deck plays into, turning a swarm of small creatures into lethal in one attack step, with a fallback mode that keeps it from ever being the wrong draw.


