Many extra combat cards dont do this, forcing you to add in extra cards to really take advantage of them
Partner At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner
Its pretty easy to imagine you getting your four mana back with the token you create
Better still, Anarchy is one of the few methods red can use to knock out enchantments without resorting to risky plays like Chaos Warp
Curse of Vitality [Cat deck]: This goes on whoever has a clear lead at the table