Blitzball Shot
The two-mana instant pump has a fixed job across green's history: turn a good block into a two-for-one, or push a stalled attacker past the last point of damage. What separates one from the next is the size of the swing and whether the target gets through. Giant Growth set the +3/+3 baseline decades ago; the addition here is trample, which is exactly the clause that converts the buff from a combat trick into a reach tool. A +3/+3 alone can be chump-blocked into irrelevance, the whole boost soaked by a 1/1 in front of your fatty. Bolt trample onto that same creature and the block stops mattering: three of the new power spills over regardless, and the toughness bump still wins the exchange with the blocker. That instant-speed window is the rest of the value. Held up, it blows out an attacker who committed to a math they thought was safe, or ambushes a blocker into trading up. The card is honest about what it costs: two mana, one target, one turn, no card advantage of its own beyond whatever the combat math earns. It is the trample rider, not the raw stats, that decides which board states it can actually swing.
