Headlong Rush
Granting first strike to your whole attacking force at instant speed is a categorically different effect from granting it to one creature, and the design knows it: this is a combat-step blowout dressed as a trick. Held until after blockers are declared, it overwrites every combat assignment the opponent just committed to, turning what looked like a survivable trade into a one-sided massacre where their creatures die before they can deal damage and yours walk away clean. The "attacking creatures" wording is the load-bearing restriction; with nothing to offer on defense, the card belongs to the player applying pressure, and it scales with the width of the swing rather than the quality of any single creature. That makes it a finisher for go-wide red aggression: the more bodies in the red zone, the more lopsided the math becomes, and a stalled board flips in a single attack step. Two mana is cheap enough to leave open behind a developed board without telegraphing the trap, which is where the instant timing earns its keep. It is the team-wide, ambush-priced cousin of the many single-target first-strike granters that came before and after it, trading targeted precision for the kind of board-wide swing that ends games rather than wins individual fights.
