Titania, Proud Pummeler
Melee has always been the multiplayer keyword that never quite paid off. It rewards attacking more opponents, which is precisely the play most tables punish you for, so the mechanic tends to sit on individual creatures as a modest solo bonus and stay there. The third line rewires the whole calculus: every other creature you control gets melee too, turning one scaling trigger into a board-wide one. Send a wide team into three opponents and each attacker swings for +3/+3, with first strike on the anthem-holder itself, so the combat math tilts hard toward the go-wide aggressor who was willing to spread the damage around. That resolves the keyword's central tension. Melee wants you to fan out across the table; the table wants you not to. Grant the ability to your whole squad and the combined stat inflation is enough that fanning out becomes the winning line rather than the greedy one. First strike keeps the body relevant on defense once the anthem is doing the heavy lifting, but the real work is the granted keyword, which retrofits an entire attacking squad into threats that scale with the number of players in the pod. It takes a fringe combat mechanic that rarely earned its political cost and gives that cost a reason to exist.

