Burn Bright
The team-pump instant lives or dies on board count, and this one is priced for a wide board rather than a narrow one. Three mana buys +2/+0 across every creature you control, so the math only pays when you have enough bodies for the multiplier to matter: two attackers turn it into a four-damage swing, five turn it into ten. That makes it a finisher for go-wide aggro rather than a combat trick, and the instant speed earns its keep in the declare-blockers window. Held until you see how the opponent commits, it lets you route the extra power where it breaks through, and it plays around instant-speed interaction that would otherwise pick off your team before the swing lands. The all-power, no-toughness split is the tell about intent. Buffing power without toughness keeps the effect firmly offensive: your creatures punch through or race, but the spell does nothing to survive a block or a burn spell, which is how this style of pump stays a race-closer rather than a stall-breaker. It belongs to the long line of red overrun-style team pumps that ask you to build a board first and cash it in at the end, closer in spirit to a one-turn alpha strike than to a spell that tips a single fight.




