Bounty of Might
The same +3/+3 buff printed three times on one card, and the repetition is the whole design. Point all three lines at one creature and it swings for +9/+9; split them across three attackers and a stalled board becomes a lethal alpha strike in a single combat step. That flexibility is what separates this from a flat one-target pump, but it comes with no evasion attached: the buffed creature still eats a chump block like any other, so the boost only closes games when your attackers already connect. Six mana for an effect that vanishes at end of turn is a steep ask, and that price defines where the card lives. It is too clunky for the curves that want cheap combat math and exactly the kind of one-shot haymaker that ramp-and-overrun strategies are built to cash in. This belongs to the tradition of green finishers that ask you to assemble a board first and then convert it in one decisive turn, closer in spirit to a temporary mass-pump than to a reactive combat trick you hold up on defense. The tension it resolves is a familiar one for big-green payoffs: how do you sell a splashy buff without handing aggressive decks a cheap tempo swing? By pricing it as a finisher, not a trick, and trusting the deck around it to have already built the battlefield worth pumping.

