Hearts on Fire
Most red pump spells buy a single attacker a spike and hope it connects. This one lets the +2/+1 land on either one body or two, so the choice is about coverage rather than raw ceiling: one target gets the workmanlike bump, while two targets each get the full +2/+1, spreading +4/+2 across the board. Pointed at two attackers, it becomes a double-block breaker or a two-front push, forcing the defender to redo combat math in two places at once instead of one. The +2/+1 shape leans aggressive: enough toughness to survive a favorable trade, but the extra power is where the damage lives, so it wants to be swinging rather than salvaging a bad block. As a two-mana instant it holds open through both combat steps, and the one-or-two decision can wait until blocks are declared, which is exactly when the information to make the right call arrives. Built for wide, creature-heavy red boards where more bodies surviving to the swing means more places to put the boost, and more ways to make the defense guess wrong.
