Undercellar Sweep
The initiative answered a design problem the older monarch mechanic had left open: how to reward aggression without simply handing the aggressor a card each turn. Where the monarch draws and changes hands when its holder takes combat damage, the initiative advances a dungeon and passes the same way, so both mechanics turn combat into a fight over a token. What this enchantment does is weld the initiative to a token engine that only fires while the fight is being fought. Each attack spawns two Soldiers already tapped and attacking, but only if you or the player you are swinging at holds the initiative: the reward is contingent on staying on the offensive, which is exactly the behavior the initiative is trying to encourage. That contingency is the balancing act. The card produces nothing on a turn you sit back, and it insists that combat stay tied to the initiative itself, whether you are defending your own or attacking the player who stole it from you. The tokens themselves are plain 1/1 bodies with a purpose that goes past their stat line: extra attackers that widen the board, chump blockers that absorb a swing which would otherwise strip your initiative, or fodder to trade into the creature that would take it. Less a standalone threat than a governor on a keyword, it converts a mechanic about board presence into one about sustained board pressure.
