Time of Heroes
A two-mana lord built for a mechanic that never quite got the support it needed. The level-up era introduced creatures that grew through accumulated counters, and this enchantment was the payoff piece designed to stack on top of that growth: every leveler you control swings up two on each axis, regardless of which level band it has reached. The design problem it runs into is the one that sank most of its tribe. A lord that buffs a creature type works because the type is deep and easy to assemble; a lord that buffs only creatures carrying level counters is gated behind a class that spanned a single set and never got reprinted at scale. You are paying two mana for a static anthem that does literally nothing until you have committed real mana to ramping levelers up, and the leveler pool is shallow enough that "each creature you control with a level counter" rarely points at more than a couple of bodies. The effect itself is generous (most anthems give +1/+1, and a few give a keyword, but a flat +2/+2 across a board is real), yet the conditional payload is so narrow that the card lives or dies entirely on how many levelers exist alongside it. It is a clean illustration of the lord-versus-mechanic-depth tension: the anthem is fine, but the thing it anchors to was never built wide enough to anchor.
