Arm the Cathars
Because it resolves at sorcery speed, this is not a trick you spring on a defender: it is a precombat commitment you make before attackers are even declared, spending your main phase to arm the board and then swinging with the buffs already stapled on. The distribution is fixed, not modal: +3/+3 to the creature that has to survive a block or punch through, then +2/+2 and +1/+1 fanning out across two more bodies to widen the total damage. The vigilance rider is what changes the math. A mass pump cast before combat would otherwise be an all-in swing that leaves you tapped out and exposed on the crack-back; granting vigilance to all three means the pumped creatures attack and then stand back up to defend, so a wide swing does not surrender the ground it just gained. That is the tension the card resolves: white's go-wide plans usually have to choose between pressing an attack and holding the line, and this collapses that choice for one turn cycle. It is priced as a wide-board reward, doing the most work when you already have three creatures worth boosting and the least when you have one, since the secondary boosts have nowhere to land. The ceiling is a genuine multi-creature push; the floor, when your only legal target is a single attacker, is a lone +3/+3 with vigilance, a fair rate but a bad use of the spell's fanned-out design.

