Pursue Glory
An instant-speed team pump that turns a committed swing into lethal, with a built-in escape hatch for the games where the board never showed up. The +2/+0 to every attacker is the kind of arithmetic that closes a go-wide turn, but a four-mana trick reading "attacking creatures" is dead weight when you are attacking with one creature or none. The cycling clause exists to round off exactly those draws: pitch it for two mana to dig toward a threat rather than sit on a card doing nothing. Pairing a flood finisher with a discard-for-value valve is a deliberate answer to how aggressive decks lose. They stall out on cards that arrive at the wrong time, and a top-end effect you can cash in when the game goes sideways carries far less downside than one you simply draw a turn too early. As combat math it is honest and unsubtle, rewarding the player who has already gone all-in rather than the one hunting a single blocker at the last moment. The cycling cost is set high enough that you would rather cast the spell than cycle it whenever a real attack exists; the option is there to soften the worst hands, not to make this a cantrip you reach for first.

