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Most go-wide anthem effects reward you for flooding the board and swinging with everyone; this one inverts that logic. The trigger fires only when a creature attacks alone, and the pump scales with every creature you control. That is a deliberate contradiction: build a full battlefield, then send exactly one attacker into the red zone, so your untapped stragglers become raw stat bonuses rather than bodies in combat. The math rewards patience over the alpha strike, and it sidesteps the classic anthem vulnerability of getting blown out by a combat blowout or an attack-punisher mid-swing, because the attacking commitment stays minimal even as the board stays wide. The second mode is the release valve that keeps a static enchantment from going dead in a stall: rather than sit on the battlefield, this ability is activated from your hand, discarding the card to fire off damage equal to your creature count at a single target. So the enchantment is a resource that either shapes combat while it sits in play or converts into a removal spell before it ever arrives, its size drawn from the same creature count that fuels the pump. One card, two ways to turn a wide board into pressure, and neither is the attack-with-everything plan the count seems to suggest. The design lives on the tension between hoarding creatures and spending them, and it resolves that tension by making the hoard itself the payoff.
