Fit of Rage
Red pump from the era when the genre was sold by the raw stat bump, before keyword soup gave each trick its own identity. The math is generous on paper: +3/+3 plus first strike for two mana, enough to win a fight outright rather than merely trade up. First strike, not the boost, is the load-bearing keyword; it lets a smaller attacker land lethal damage before a larger blocker can swing back. But the sorcery clause changes who this card is for. Because it resolves only on your own turn, the opponent sees the buffed creature before they ever declare blockers, so there is no ambush, no bluff held in hand, no blowout sprung on a committed block. This is not the instant-speed trick its body wants to be; it is a commitment you make to your own board, an attacker you grow before combat and dare the opponent to answer. That timing restriction is the dial Wizards turned for years to price aggressive pump, and it explains why the rate can read so high without ever being dangerous: the cost of six total stats and an unblockable-in-a-trade keyword is that everyone gets to plan around it. Clean, honest design from a period when red's plan was simply to attack, and the math of who dies in combat was the whole game.

