Force of Rage
The pitch cost here is doing something sneakier than free burn: it turns a red card you no longer need into six power of hasty trample for zero mana, but only on an opponent's turn. That timing restriction is the whole engine, and it cuts against instinct. Because the tokens are sacrificed on your next upkeep, casting this off an opponent's turn does not stage an attack: those Elementals arrive too early to see your combat step and die before it. Cast that way, the two 3/1s are pure defense, a pair of hasty blockers conjured by exiling a card that had stopped pulling its weight. Each color in the Force cycle wraps its pitch spell around a different job, and red's is the least defensive of the five in intent yet the most constrained in practice: where the others answer threats or protect the stack on any turn, this one manufactures bodies that only get to swing when it is cast on your own turn, and only that once. The upkeep sacrifice is why it reads less like a creature spell and more like a delayed burst that must connect (or absorb) immediately. Trample matters precisely because these tokens have a single turn to matter; chump blocks do not save the defender, and the damage has nowhere to be stored. The pitch cost is exile, not discard, so the card is gone for good once it fuels this.
