Path of Anger's Flame
The +2/+0 team buff is the kind of red effect that has existed since the earliest sets, so the design's only real differentiation is the Arcane subtype it carries. Tying a mass attack-boost to that spell type means this isn't a one-shot finisher; it's a Splice target and a trigger for spells that count Arcane casts, a link in a chain rather than a single closing play. The pump itself is deliberately lopsided: +2/+0 with no toughness commits entirely to the attack step. It does not save creatures from blocks, does not bluff a defensive trick worth respecting, and reads as pure reach, the closing mana a go-wide board wants to convert a stalled position into lethal or push an aggressive curve past a blocker it could not get through. Where most red team buffs are sorcery-speed or carry an Overrun-style trample rider, this one stays at instant speed and stays narrow, trading the trample upside for the flexibility to fire after blocks are declared. That timing window is what earns it the slot over a comparable sorcery: you wait for the defending player to commit, then add two power across the whole team where it converts to the most damage. The Arcane tag turns that flexibility into something larger than a single trick, which is the only reason a generic pump like this survives next to splashier finishers.
