Battle Frenzy
Pump spells in the early game came one creature at a time: a flat boost on a single attacker, the whole bluff riding on one body. This one scales to the whole team instead, which made it a different kind of card in an era before wide-board pumps were common. The split between green and nongreen is the design tell. Green creatures get the toughness alongside the power, so they survive the swing they enable; nongreen creatures just hit harder. In a red-green deck that asymmetry biases play toward a board where the green bodies are the durable core and the red ones are the extra reach. The per-creature math is what disciplines it: cast with a single attacker out, the rate is dismal, and it only earns its three mana once the team is developed and the alpha strike is one push short of lethal. That puts it at the end of the curve, an instant held back until attackers are declared and blocks committed, when the defender has already spent the information advantage and the math swings out of reach. The narrow window and the going-wide requirement are why it never traveled far beyond its home colors: it asks for a specific board state and pays off only inside it.
