For the Emperor!
Overrun's white cousin, tuned for the go-wide creature deck that would rather grind than gamble. Where the green templating hands out trample to punch through blockers, this one keeps the anthem's +2/+2 but swaps the finisher clause for a durability package: vigilance means the swing does not leave you open, and lifelink turns a wide attack into a life swing that flips races and buys turns against burn or a bigger board. That reframes the whole card. Overrun and its many descendants are built to end the game on the spot, one lethal alpha strike; this is built to survive making a non-lethal one. A team that attacks without tapping out and gains life for every point of damage dealt is a team that can commit to a swing it isn't sure closes the game, because the downside is muted on both ends. The catch is that it does nothing without bodies already deployed, and unlike a trample-based pump it manufactures no reach, so blockers eat their attackers cleanly rather than getting run over: a full wall of defenders can trade off the swing without leaking damage. As a sorcery it commits before blocks are declared, so the pump is a premeditated turn rather than an ambush. The card wants a battlefield full of small creatures and a plan to attack again next turn, not a lethal bolt from nowhere.

